Part 2 Rules

Chapitre 11 Rules of the Game

Accès Rapide: Rules of the Game

(Cypher System Rulebook, page 206)

Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help make the game run smoothly, but it's the people, not the rules or the dice, that direct the action and determine the story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to change it.

This is how you play the Cypher System

(Cypher System Rulebook, page 206)

  1. The player tells the GM what they want to do. This is a character action.
  2. The GM determines if that action is routine (and therefore works without needing a roll) or if there's a chance of failure.
  3. If there is a chance of failure, the GM determines which stat the task uses (Puissance, Célérité, or Intellect) and the task's difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).
  4. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).
  5. If the action still isn't routine, the GM uses its difficulty to determine the target number—how high the player must roll to succeed at the action (see the Task Difficulty table). The GM doesn't have to tell the player what the target number is, but they can give the player a hint, especially if the character would reasonably know if the action was easy, average, difficult, or impossible.
  6. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.

That's it. That's how to do anything, whether it's identifying an unknown device, calming a raging drunk, climbing a treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher System with just this information. The key features here are: character actions, determining task difficulty, and determining modifications.

The Difficulty Dial

(OG-CSRD Editorial Addition)

The Difficulty Dial The Difficulty Dial

Think of easing a task as adjusting your task on this "difficulty dial" counterclockwise, or "dialing down" the difficulty. Likewise, think of hindering as adjusting clockwise, or "dialing up" the difficulty.

Beyond 20: Tasks with difficulties of 7 or higher are impossible without easing the difficulty. To accomplish them, modify the difficulty using compétences, atouts, and Effort!

Really Impossible Tasks: In games where PCs have power shifts, the GM might set difficulties as high as 15.

Notes de l'Editeur — The difficulty dial image is included in Old Gus' Cypher System Quick-Reference (OG-CSQR). To read the rules of the game in practice, see Un Exemple de Partie.

Concepts Clés

(Cypher System Rulebook, page 207)

Action
Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, and so on. Each character can take one action in a round.
Character
Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines, and living energy beings can be "characters."
Difficulty
A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering the difficulty to make a task harder is called "hindering." Altering it to make a task easier is called "easing." All changes in difficulty are measured in steps. Difficulty often equates directly with level, so opening a level 3 locked door probably has a difficulty of 3.
Ease
A decrease in a task's difficulté, usually by one step. If something doesn't say how many steps it eases a task, then it reduces the difficulty by one step.
Effort
Spending points from a stat Réserve to reduce the difficulty of a task. A PC decides whether or not to apply Effort on their turn before the roll is made. NPCs never apply Effort.
Hinder
An increase in a task's difficulté, usually by one step. If something doesn't say how many steps it hinders a task, then it increases the difficulty by one step.
Inability
The opposite of entraîné—you're hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and you become practiced.
Level
A way to measure the strength, difficulté, power, or challenge of something in the game. Everything in the game has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an opponent's level determines how hard they are to hit or avoid in combat. A door's level indicates how hard it is to break down. A lock's level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10 (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than levels—for example, a PC's tier does not determine a task's difficulty.
Practiced
The normal, unmodified ability to use a compétence—not trained, specialized, or an inability. Your type determines what weapon skills you're practiced in; if you aren't practiced with a type of weapon, you have an inability in it.
Roll
A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other dice, when the text simply refers to "a roll," it always means a d20 roll.
Round
A length of time about five to ten seconds long. There are about ten rounds in a minute. When it's really important to track precise time, use rounds. Basically, it's the length of time to take an action in the game, but since everyone more or less acts simultaneously, all characters get to take an action each round.
Specialized
Having an exceptional amount of compétence in a task. Being specialized eases the task by two steps. So, if you are specialized in climbing, all your climbing tasks are eased by two steps.
Stat
One of the three defining characteristics for PCs: Puissance, Célérité, or Intellect. Each stat has two values: Réserve and Avantage. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. Each stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a stat affects the stat's Pool.
Task
Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that you do and an action is you performing that task, but in most cases they mean the same thing.
Trained
Having a reasonable amount of compétence in a task. Being trained eases the task. For example, if you are trained in climbing, all climbing tasks for you are eased. If you become very skilled at that task, you become specialized instead of trained. You do not need to be trained to attempt a task.
Turn
The part of the round when a character or creature takes its actions. For example, if a Guerrier and an Adepte are fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the orc takes an action on its turn. Some capacités spéciales or effects last only one turn, or end when the next turn is started.

Taking Action

(Cypher System Rulebook, page 206)

Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling a d20.

Every action performs a task, and every task has a difficulty that determines what number a character must reach or surpass with a die roll to succeed.

Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) have a higher difficulty. These actions usually require a roll.

Some actions require a minimum expenditure of Puissance, Célérité, or Intellect points. If a character cannot spend the minimum number of points needed to complete the action, they automatically fail at the task.

Notes de l'Editeur — A list of common actions is provided later in this chapter.

Determining Task Stat

(Cypher System Rulebook, page 208)

Every task relates to one of a character's three stats: Might, Speed, or Intellect.

This means you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.

The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a character's other abilities affect the roll. For example, an Adepte may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.

Notes de l'Editeur — For more on determining a task stat, see Tying Actions to Stats.

Determining Task Difficulty

(Cypher System Rulebook, page 208)

The most frequent thing a GM does during the game—and probably the most important thing—is set a task's difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a target number, and general guidance about the difficulty.

Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it's always three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the task. Moving up or down on the table is called hindering or easing, which is measured in steps.

For example, reducing a difficulty 5 task to a difficulty 4 task is "easing the difficulty by one step" or just "easing the difficulty" or "easing the task." Most modifiers affect the difficulty rather than the player's roll. This has two consequences:

A character's tier does not determine a task's level. Things don't get more difficult just because a character's tier increases—the world doesn't instantly become a more difficult place. Fourth-tier characters don't deal only with level 4 creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a first-tier character does). Just because something is level 4 doesn't necessarily mean it's meant only for fourth-tier characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as challenging as a second-tier character does.

Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the characters.

Difficulté d'une Tâche

(Cypher System Rulebook, page 208)

Difficulté d'une Tâche
Difficulté d'une Tâche Nombre Seuil Taux de Réussite de la Tâche Description Guidance
0 (0) 100% Routine Anyone can do this basically every time.
1 (3) 90% Simple Most people can do this most of the time.
2 (6) 75% Standard Typical task requiring focus, but most people can usually do this.
3 (9) 60% Demanding Requires full attention; most people have a 50/50 chance to succeed.
4 (12) 45% Difficult Trained people have a 50/50 chance to succeed.
5 (15) 30% Challenging Even trained people often fail.
6 (18) 15% Intimidating Normal people almost never succeed.
7 (21) Formidable Impossible without skills or great effort.
8 (24) −15% Heroic A task worthy of tales told for years afterward.
9 (27) −30% Immortal A task worthy of legends that last lifetimes.
10 (30) −45% Impossible A task that normal humans couldn't consider (but one that doesn't break the laws of physics).

Notes de l'Editeur — This table has been amended by the editor to include task success rates as a percentage.

Modifier la Difficulté

(Cypher System Rulebook, page 209)

After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another character assisting them, the difficulty in this instance might be much lower. That's why it's important for the GM to set a task's difficulty without taking the character into account. The character comes in at this step.

By using compétences and atouts, working together, and—perhaps most important—applying Effort, a character can ease a task by multiple steps to make it easier. Rather than adding bonuses to the player's roll, reducing the difficulty lowers the target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic.

An exception is if the GM decides to use a intrusion de la Meneuse on the task, in which case the player would have to make a roll at the original difficulty.

There are three basic ways in which a character can ease a task: skills, assets, and Effort. Each method eases the task by at least one step—never in smaller increments.

By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.

Notes de l'Editeur — Some effects produced by capacités spéciales, cyphers, and power shifts can modify the difficulty by easing the task, which doesn't count toward the limits for skills, assets, or Effort, but simply lower the difficulty of the task by one or more steps.

Compétences

(Cypher System Rulebook, page 209)

Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two steps from being trained and specialized don't count.

Notes de l'Editeur — For more on skills, see Compétences in Chapitre 4: Créer votre Personnage, and Compétences et Autres Capacités in Chapitre 25: Running the Cypher System.

Assets

(Cypher System Rulebook, page 209)

An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl might help when woodworking, but it won't make a dance performance much better. An asset usually eases a task by one step. Assets can never ease a task by more than two steps—any more than two steps from assets don't count.

The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task's difficulty will ever be reduced by more than four steps without using Effort.

Effort

(Cypher System Rulebook, page 209)

A player can apply Effort to ease a task. To do this, the player spends points from the stat Réserve that's most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points from the character's Puissance Pool; applying Effort to activate an unusual machine interface requires them to spend points from the character's Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or points d'Intellect for an Intellect roll.

Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than six steps—any more than six steps from applying Effort doesn't count.

Notes de l'Editeur — A PC's Effort score can be increased by spending XP on avancement du personnage. For more on Effort, see Effort in Chapitre 4: Créer votre Personnage, and Règle Optionnelle: Effort for NPCs.


Lancer le Dé

(Cypher System Rulebook, page 209)

To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that's the end of it—nothing else needs to be done. Rarely, a character might apply a small modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled. However, the original roll matters if it's a special roll.

If a character applies a modifier to the die roll, it's possible to get a result of 21 or higher, in which case they can attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing elephants, or hitting a target on the opposite side of a mountain with an arrow.

If a character's modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability, they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack a level 3 foe, they would normally roll against difficulty 3 and try to reach a target number of 9, but thanks to their asset, they roll against difficulty 2 and try to reach a target number of 6.

This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since reducing the difficulty to 0 or lower means no roll is needed.

The Player Always Rolls

(Cypher System Rulebook, page 210)

In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and an NPC arm wrestle, the player rolls, and the NPC's level determines the target number. If a PC attacks a foe, the player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.

As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall eases the player's defense rolls. If a foe uses the wall to gain cover from the PC's attacks, it hinders the player's attack rolls.

Les Jets spéciaux

(Cypher System Rulebook, page 210)

If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. These are explained in more detail in the following sections.

Notes de l'Editeur — In order for the result of a special roll to deal additional damage, gain a minor effect, or gain a major effect, the roll must succeed against the target number for the difficulté of the task (as explained under Les Jets spéciaux in Chapitre 3: How to Play the Cypher System).

Additionally, optional rules like Horror Mode or other effects can raise the GM intrusion rate. For example, raising the rate to a roll of 1–2 on a d20 makes GM intrusions twice as likely to occur.

GM Intrusion

(Cypher System Rulebook, page 210)

intrusion de la Meneuse is explained in more detail in Chapitre 25: Running the Cypher System, but essentially it means that something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated affects the current situation.

For GM intrusion on a jet de défense, a roll of 1 might mean that the PC takes 2 additional points of damage from the attack, indicating that the opponent got in a lucky blow.

Minor Effect

(Cypher System Rulebook, page 211)

A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming.

A climber gets up the steep slope a bit faster. A repaired machine works a bit better. A character jumping down into a pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation, but both must agree on what it should be.

Don't waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where only success or failure matters, it's okay to have no minor effect. Keep the game moving at an exciting pace.

In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack. The following are other common minor effects for combat:

Usually, the GM just has the desired minor effect occur. For example, rolling a 19 against a relatively weak foe means it is knocked off the cliff. The effect makes the round more exciting, but the defeat of a minor creature has no significant impact on the story. Other times, the GM might rule that an additional roll is needed to achieve the effect—the special roll only gives the PC the opportunity for a minor effect. This mostly happens when the desired effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3 additional points of damage as the minor effect, no extra roll is needed.

Major Effect

(Cypher System Rulebook, page 212)

A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are impressed and possibly intimidated. A defender makes a free attack on a foe.

Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on what it should be. As with minor effects, don't spend a lot of time agonizing over the details of a major effect. In cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply grant the PC an additional action on their turn that same round.

In combat, the easiest and most straightforward major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for combat.

As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an extra roll if the major effect is unusual or unlikely.

Règle Optionnelle: Choosing a Combat Effect Ahead of Time

(OG-CSRD Editorial Addition)

This section is based on Choosing a Combat Effect Ahead of Time (212) in the Cypher System Rulebook.

The following are only guidelines and examples, and the GM will probably want to modifying these rules to taste in practice—for example, PCs might need specific foreknowledge of their opponent to use these options, or that a PC has a minimum amount of training in their attack or defense task, or they might work more like power stunts. The GM might also assign an coût initial for using them.

Règle Optionnelle: Trading Damage for Effect

(OG-CSRD Editorial Addition)

This section is based on Trading Damage for Effect in the 2015 Cypher System Rulebook (224).

A PC can trade dommages inflicted from a single attack for an effect. When trading damage, consult the following table, and add target's level. For example, a "called shot"—striking a specific body part of a level 4 creature—requires a trade of 6 points of damage (2 for the effect, plus 4 for the creature's level). The attack must inflict at least 1 damage after making the trade or the effect doesn't take hold.

Trading Damage for Effect
Damage Traded Effect Applied
1Distract: For one round, all of the foe's tasks are hindered.
2Strike a specific body part: The attacker strikes a specific spot on the defender's body. The GM rules what special effect, if any, results. For example, hitting a creature's tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore Armure.
3Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn't matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.
3Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.
3Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object's level. On a success, the object moves one or more steps down the object damage track.
4Knock down: The foe is knocked prone. It can get up on its turn.
7Disarm: The foe drops one object that it is holding.
7Impair: For the rest of the combat, all tasks the foe attempts are hindered.
8Stun: The foe loses its next action.

Retrying a Task after Failure

(Cypher System Rulebook, page 212)

If a character fails a task (whether it's climbing a wall, picking a lock, trying to figure out a mysterious device, or something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first attempt did.

Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a group of thugs not to attack, and after that, no amount of talking will stop them.

This rule doesn't apply to something like attacking a foe in combat because combat is always changing and fluid. Each round's situation is new, not a repeat of a previous situation, so a missed attack can't be retried.


Initial Cost

(Cypher System Rulebook, page 212)

The GM can assign a point cost to a task just for trying it. Called an initial cost, it's simply an indication that the task is particularly taxing. For example, let's say a character wants to try a Puissance action to open a heavy cellar door that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there's an initial cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other words, the character must spend 3 Might points to attempt the task at all, but that doesn't help them open the door. If they want to apply Effort to ease the task, they have to spend more points from their Might Réserve.

Avantage helps with the initial cost of a task, just as it does with any expenditure from a character's Pool. In the previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door, they couldn't use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points. Thus, they'd spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.

The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs more than others.

Règle Optionnelle: Modifying Abilities Using Initial Costs

(OG-CSRD Editorial Addition)

This section is based on Modifying Abilities on the Fly (419) in the Cypher System Rulebook.

Setting an coût initial is a good way to allow players to be creative with the use of Intellect-based abilities, similar to performing a power stunt:

Modifying Abilities Using Initial Costs
Power Stunt Details Cost
Increase range short to long, or long to very long +1 Intellect point (each step)
Increase duration one minute to ten minutes, or ten minutes to an hour +1 Intellect (maximum one step)

Distance

(Cypher System Rulebook, page 213)

Distance is simplified into four basic categories: immediate, short, long, and very long.

The words "immediate" and "close" can be used interchangeably to talk about distance. If a creature or object is within arm's reach of the character, it can be considered both immediate and close.

All armes and capacités spéciales use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A small handgun also has short range. A rifle has long range.

A character can move an immediate distance as a part of another action. In other words, they can take a few steps to the light switch and flip it on. They can lunge across a small room to attaque a foe. They can open a door and step through.

A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so far so quickly.

GMs and players don't need to determine exact distances. For example, if the PCs are fighting a group of guards, any character can likely attack any foe in the general melee—they're all within immediate range. However, if one trooper stays back to fire a blaster, a character might have to use their entire action to move the short distance required to attack that foe. It doesn't matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it's simply considered short distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long move.

Other Distances

(Cypher System Rulebook, page 213)

In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so on). However, the following shorthand distances can be useful in some settings:


Timekeeping

(Cypher System Rulebook, page 213)

Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like "That takes about an hour" works fine.

This is true even when a special ability has a specific duration. In an encounter, a duration of "one minute" is mostly the same as saying "the rest of the encounter." You don't have to track each round that ticks by if you don't want to. Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.

Timekeeping

(Cypher System Rulebook, page 214)

Timekeeping
Action Time Usually Required
Walking a mile over easy terrain About fifteen minutes
Walking a mile over rough terrain (forest, snow, hills) About half an hour
Walking a mile over difficult terrain (mountains, thick jungle) About forty-five minutes
Moving from one significant location in a city to another About fifteen minutes
Sneaking into a guarded location About fifteen minutes
Observing a new location to get salient details About fifteen minutes
Having an in-depth discussion About ten minutes
Resting after a fight or other strenuous activity About ten minutes
Resting and having a quick meal About half an hour
Making or breaking camp About half an hour
Shopping for supplies in a market or store About an hour
Meeting with an important contact About half an hour
Referencing a book or website About half an hour
Searching a room for hidden things At least half an hour, perhaps one hour
Searching for cyphers or other valuables amid a lot of stuff About an hour
Identifying and understanding a cypher Fifteen minutes to half an hour
Identifying and understanding an artifact At least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available) At least an hour, perhaps a day
Building a device (assuming parts and tools available) At least a day, perhaps a week

Notes de l'Editeur — For more on timekeeping, see Long-Term Movement.

Rencontres, Rounds et Initiative

(Cypher System Rulebook, page 214)

Sometimes in the course of the game, the GM or players will refer to an "encounter." Encounters are not so much measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with an important official. It's useful to use the word when referring to a specific scene, as in "My Puissance Réserve is low after that encounter with the soul sorcerer yesterday."

A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer than another. You don't need to measure time more precisely than that. You can estimate that on average there are about ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.

To determine who goes first, second, and so on in a round, each player makes a Célérité roll called an initiative roll. Most of the time, it's only important to know which characters act before the NPCs and which act after the NPCs. On an initiative roll, a character who rolls higher than an NPC's target number takes their action before the NPC does. As with all target numbers, an NPC's target number for an initiative roll is three times the NPC's level. Many times, the GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs. Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally any characters who rolled lower than the target number act.

The order in which the characters act usually isn't important. If the players want to go in a precise order, they can act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.

An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll, the points come from your Speed Pool.

Initiative Example

(Cypher System Rulebook, page 214)

For example, Charles, Tammie, and Shanna's characters are in combat with two level 2 security guards. The GM has the players make Célérité rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act, and finally Tammie acts. It doesn't matter whether Charles acts before or after Shanna, as long as they think it's fair.

After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until the logical end of the encounter (the end of the fight or the completion of the event) or until the GM asks them to make new initiative rolls. The GM can call for new initiative rolls at the beginning of any new round when conditions drastically change. For example, if the NPCs gain reinforcements, the environment changes (perhaps the lights go out), the terrain changes (maybe part of the balcony collapses under the PCs), or something similar occurs, the GM can call for new initiative rolls.

Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.


Actions

Accès Rapide: Actions

(Cypher System Rulebook, page 215)

Anything that your character does in a round is an action. It's easiest to think of an action as a single thing that you can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that's one action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up from a pit, or activating a cypher (even if it's stored in your pack).

Opening a door and attacking a security guard on the other side are two actions. It's more a matter of focus than time. Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a door are two actions because each requires a different train of thought.

If the action you want to accomplish is not within reach, you can move a little bit. Essentially, you can move up to an immediate distance to perform your action. For example, you can move an immediate distance and attack a foe, open a door and move an immediate distance into the hallway beyond, or grab your hurt friend lying on the ground and pull them back a few steps. This movement can occur before or after your action, so you can move to a door and open it, or you can open a door and move through it.

A Closer Look at Situations that Don't Involve PCs

(Cypher System Rulebook, page 215)

Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures) or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or lower but not those of level 5 and above.

The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level oppose each other, there might be a long, drawn-out battle that could go either way.


Action: Attack

(Cypher System Rulebook, page 215)

An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is an attack, and controlling someone's mind is an attack. An attack almost always requires a roll to see if you hit or otherwise affect your target.

In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their result to the opponent's target number. If their roll is equal to or greater than the target number, the attack hits. Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a bonus to the roll or might try to ease the task using compétences, atouts, or Effort.

A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it's handled the same way: the player makes a roll against the opponent's target number. Similarly, an attempt to tackle a foe and wrestle it to the ground is still just a roll against the foe's target number.

Attacks are sometimes categorized as "melee" attacks, meaning that you hurt or affect something within immediate reach, or "ranged" attacks, meaning that you hurt or affect something at a distance.

Melee attacks can be Puissance or Célérité actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be Intellect actions.

Special abilities that require touching the target require a melee attack. If the attack misses, the power is not wasted, and you can try again each round as your action until you hit the target, use another ability, or take a different action that requires you to use your hands. These attempts in later rounds count as different actions, so you don't have to keep track of how much Effort you used when you activated the ability or how you used Avantage. For example, let's say that in the first round of combat, you activate a special ability that requires you to touch your foe and you use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try attacking again and use Effort to ease the attack roll.

The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the foe's arm. A miss might be the PC's sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make all kinds of movements that should keep combat visually interesting and compelling. Chapitre 25: Running the Cypher System has much more guidance in this regard.

Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and other modifiers are explained in the Moficateurs d'Attaque et Situations spéciales section of this chapter.

Dégat
Accès Rapide: Damage

(Cypher System Rulebook, page 216)

When an attack strikes a character, it usually means the character takes damage.

An attack against a PC subtracts points from one of the character's stat Réserves—usually the Puissance Pool. Whenever an attack simply says it deals "damage" without specifying the type, it means Might damage, which is by far the most common type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Célérité damage is often a physical attack, but attacks that deal Speed damage are fairly rare.

NPCs don't have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC's health is always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the NPC's description specifically explains this, assume that all damage is subtracted from the NPC's health.

Objects don't have stat Pools or health. They have an object damage track, just like how PCs have a damage track. Attacking objects might move them down their damage track.

Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a spike thrower deals 4 points of damage. An Adepte's Assaut Magique deals 4 points of damage. Often, there are ways for the attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a natural 17 on the attack roll deals 1 additional point of damage.

Règle Optionnelle: Damage Dice

(OG-CSRD Editorial Addition)

Here a few more ideas for making damage a little less predictable. Most of these rules favor the PCs, especially against low level créatures. Rolling dice and calculating totals can slow down a game, so the GM should use these rules only if the players are happy rolling more dice and doing a little extra maths.

Weapon Dice
WeaponDégatNotes
Light1d4attack eased
Medium1d8
Heavy (reliable)2d6requires two hands
Heavy (variable)1d12requires two hands
Règle Optionnelle: Ultimate Damage

(OG-CSRD Editorial Addition)

This optional rule is based on Cypher Unlimited's Neon Rain One-Shot with Lead Designer Sean K. Reynolds, and can be useful for games with a deadly, gritty, or risky feel.

When making an attaque, PCs can use as much Effort for dommages as they like to increase the damage of the attack (up to the limit of six levels of Effort). For example, if you are brand new tier 1 PC, you could use one level of Effort to ease the attack—reaching your Effort score's limit of 1—and still go on to use up to five levels of Effort to increase damage.

Armure

(Cypher System Rulebook, page 217)

Pieces of équipement and capacités spéciales protect a character from damage by giving them Armor. Each time a character takes dommages, subtract their Armor value from the damage before reducing their stat Réserve or health. For example, if a Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the Warrior's 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.

The most common way to get Armor is to wear armure physique, such as attack rollblouson de cuir, a kevlar vest, a chainmail hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of Armor, and heavy gives 3 points of Armor.

When you see the word "Armor" capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word "armor" in lowercase, it refers to any physical armor you might wear.

Other effects can add to a character's Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.

Some types of damage ignore physical armor. Attacks that specifically deal Speed damage or Intellect damage ignore Armor; the creature takes the listed amount of damage without any reduction from Armor. Ambient damage (see below) usually ignores Armor as well.

A creature may have a special bonus to Armor against certain kinds of attacks. For example, a protective suit made of a sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.

Ambient Damage

(Cypher System Rulebook, page 217)

Some kinds of dommages aren't direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these kinds of sources is called ambient damage. Physical armor usually doesn't protect against ambient damage, though a well-insulated suit of armor can protect against cold weather.

Damage From Hazards
Accès Rapide: Hazards

(Cypher System Rulebook, page 217)

Attacks aren't the only way to inflict dommages on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be comprehensive, the Damage From Hazards table includes common examples.

Basic Hazards

(Cypher System Rulebook, page 217)

Damage from Hazards
Source Dégat Notes
Falling 1 point per 10 feet (3 m) fallen (ambient damage)
Minor fire 3 points per round (ambient damage) Torch
Major fire 6 points per round (ambient damage) Engulfed in flames; lava
Acid splash 2 points per round (ambient damage)
Acid bath 6 points per round (ambient damage) Immersed in acid
Cold 1 point per round (ambient damage) Below freezing temperatures
Severe cold 3 points per round (ambient damage) Liquid nitrogen
Shock 1 point per round (ambient damage) Often involves losing next action
Electrocution 6 points per round (ambient damage) Often involves losing next action
Crush 3 points Object or creature falls on character
Huge crush 6 points Roof collapse; cave-in
Collision 6 points Large, fast object strikes character
The Effects of Taking Damage

(Cypher System Rulebook, page 218)

When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten into submission.

As previously mentioned, dommages from most sources is applied to a character's Puissance Réserve. Otherwise, stat damage always reduces the Pool of the stat it affects.

If damage reduces a character's stat Pool to 0, any further damage to that stat (including excess damage from the attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:

  1. Puissance (unless the Pool is 0)
  2. Célérité (unless the Pool is 0)
  3. Intellect

Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armure and capacités spéciales that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by a creature's claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it doesn't ignore Armor like Speed damage normally would.

In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC's stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.

Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle, and so on, as determined by the GM).

Some attacks, like a serpent's poisonous bite or a Emissaire's Enthrall, have effects other than damage to a stat Pool or shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.

When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage. However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves more slowly, is stunned, and so on.

Notes de l'Editeur — Règle Optionnelle: Using Other Pools to Pay Cost Remainders allows PCs to pay for costs as if they were taking damage.

The Damage Track

(Cypher System Rulebook, page 218)

As noted above, the damage track has four states: hale, impaired, debilitated, and dead.

The damage track allows you to know how far from death you are. If you're hale, you're three steps from death. If you're impaired, you're two steps from death. If you're debilitated, you are only one small step from death's door.

Règle Optionnelle: Consciousness Requires Intellect Points

(OG-CSRD Editorial Addition)

Using this rule, a PC down one or more steps on the damage track requires at least 1 point in their Intellect Pool to remain conscious. Most unconscious PCs can't take any actions other than to make a recovery roll.

The GM might also consider pairing this rule with the Fragility module. Here are two possible options:

Règle Optionnelle: Damage to Pool Maximums

(OG-CSRD Editorial Addition)

This optional rule creates additional risk for PCs taking damage or using powerful capacités spéciales with lots of Effort. Either situation creates lasting injuries that take longer to recover from.

Recovering Points in a Pool

(Cypher System Rulebook, page 218)

After losing or spending points in a Réserve, you recover those points by resting. You can't increase a Pool past its maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.

When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you've lost 4 points of Puissance and 2 points of Célérité, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other combination adding up to 4 points.

The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle of an encounter, it takes one action on your turn.

The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).

After that much rest, it's assumed to be a new day, so the next time you rest, it takes only a few seconds. The next rest takes ten minutes, then one hour, and so on, in a cycle.

If you haven't rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6 points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier). Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.

Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them want to make recovery rolls, the others don't have to make rolls at that time. Later in the day, those three can decide to rest for ten minutes and make recovery rolls.

Jets de Récupération
Recovery Roll Rest Time Needed
First recovery rollOne action
Second recovery rollTen minutes
Third recovery rollOne hour
Fourth recovery rollTen hours
Règle Optionnelle: Making Recovery Rolls in Any Order

(OG-CSRD Editorial Addition)

PCs can make their one-action, ten-minute, and one-hour recovery rolls in any order they choose.

Additionally, when making a recovery roll, PCs can make unexpended recovery rolls with a shorter duration simultaneously. For example, when making a one hour recovery roll, a PC can also make their one action recovery roll, ten minute recovery roll, or both.

Restoring the Damage Track

(Cypher System Rulebook, page 219)

Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up one step on the damage track.

If all of a PC's stat Réserves are above 0 and the character has taken special damage that moved them down the damage track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.

Special Damage

(Cypher System Rulebook, page 219)

In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of ways, only some of which are easily represented by points of dommages.

Notes de l'Editeur — For more on special damage, see Creatures with Special Damage, Modifying Creatures, Common Trap Poisons, Radiation Sickness, and Creating Challenging Encounters. Additionally, the Conditions framework presented in Old Gus' Daft Drafts allows a GM to choose from a list possible methods of inflicting special damage.

NPCs and Special Damage

(Cypher System Rulebook, page 219)

The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon, and it won't affect an android or a demon at all.

If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the same effect as it would have on a PC.

Moficateurs d'Attaque et Situations spéciales
Accès Rapide: Attack Modifiers and Special Situations

(Cypher System Rulebook, page 220)

In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers they think are appropriate to the situation (that's their role in the game), the following suggestions and guidelines might make that easier. Often the modifier is applied as a step in difficulté. So if a situation hinders attacks, that means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC, the difficulty of the jet de défense is decreased by one step. This is because players make all rolls, whether they are attacking or defending—NPCs never make attack or defense rolls.

When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like attacks should gain an advantage or be easier in some way, hinder the defense rolls.

Notes de l'Editeur — Remember that all rules for special situations are just that—special situations. Using these rules all the time "because they are the rules" is not how the game is intended to be run or played. Shooting a lumbering ogre at point-blank range is an entirely different matter from shooting a psionic ninja or skittering demon spider. Some creatures will require unwritten modifications in order to behave believably and naturalistically. For more, see False Precision and Making Meaning.

Cover

(Cypher System Rulebook, page 220)

If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against the character are hindered.

If a character is entirely behind cover (their entire body is behind something sturdy), they can't be attacked unless the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker can't see the character clearly, this still counts as cover (attacks against the character are hindered).

Position

Sometimes where a character stands gives them an advantage or a disadvantage.

(Cypher System Rulebook, page 220)

Surprise

(Cypher System Rulebook, page 220)

When a target isn't aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this advantage, however, the defender truly must have no idea that the attack is coming.

If the defender isn't sure of the attacker's location but is still on guard, the attacks are eased by only one step.

Range

(Cypher System Rulebook, page 220)

In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within reach, or within reach if you move slightly or have a long weapon that extends your reach.

The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m). Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn't important in the Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.

Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as well. A few special cases—point-blank range and extreme range— modify an attack's chance to successfully hit.

Precise ranges are not important in the Cypher System. The broadly defined "immediate," "short," "long," and "very long" ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is right there, your target is close, your target is pretty far away, or your target is extremely far away.

The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb, can't be modified.

In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a bow and arrow at 500 feet (150 m), much farther than a bow's typical long range.

Règle Optionnelle: Acting While Under Attack

(OG-CSRD Editorial Addition)

This section is based on Acting While Under Attack (426) in the Cypher System Rulebook.

In melee combat, if a PC or NPC takes an action other than to move or attaque, each foe within reach can make an immediate attack against them. This is also a good rule to employ if you enjoy the feel of "opportunity attacks" from other games.

Illumination

(Cypher System Rulebook, page 220)

What characters can see (and how well they can see) plays a huge factor in combat.

Visibility

(Cypher System Rulebook, page 221)

Similar to illumination, factors that obscure vision affect combat.

Water

(Cypher System Rulebook, page 221)

Being in shallow water can make it hard to move, but it doesn't affect combat. Being in deep water can make things difficult, and being underwater entirely can seem as different as being on another world.

Moving Targets

(Cypher System Rulebook, page 222)

Moving targets are harder to hit, and moving attackers have a difficult time as well.

Notes de l'Editeur — The section on Gravity (222) is not included in the CSRD. Instead, see Effects of Gravity in Chapitre 15: Science Fiction.

Special Situation: Combat Between NPCs

(Cypher System Rulebook, page 222)

When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally's favorite PC rolls for them. NPCs cannot apply Effort. Of course, it's perfectly fitting (and easier) to have the NPC ally use the cooperative action rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).

Notes de l'Editeur — Règle Optionnelle: Effort for NPCs can also be used to affect outcomes between NPCs in combat.

Special Situation: Combat Between PCs

(Cypher System Rulebook, page 222)

When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 for two steps, and so on). If the attacker's final result is higher, the attack hits. If the defender's result is higher, the attack misses. Damage is resolved normally. The GM mediates all special effects.

Notes de l'Editeur — Players can have very different reactions to "PVP" in a session. Make sure that opposed rolls between PCs are creating a good time and a good story for everyone involved.

Special Situation: Area Attacks

(Cypher System Rulebook, page 222)

Sometimes, an attaque or effect affects an area rather than a single target. For example, a grenade or a landslide can potentially harm or affect everyone in the area.

In an area attack, all PCs in the area make appropriate jets de défense against the attack to determine its effect on them. If there are any NPCs in the area, the attacker makes a single attack roll against all of them (one roll, not one roll per NPC) and compares it to the target number of each NPC. If the roll is equal to or greater than the target number of a particular NPC, the attack hits that NPC.

Some area attacks always deal at least a minimum amount of dommages, even if the attacks miss or if a PC makes a successful defense roll.

For example, consider a character who uses Shatter to attack six cultists (level 2; target number 6) and their leader (level 4; target number 12). The PC applies Effort to increase the damage and rolls an 11 for the attack roll. This hits the six cultists, but not the leader, so the ability deals 3 points of damage to each of the cultists. The description of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast. Despite the leader's quick moves, the blast is so intense that a few bits of metal slice them.

Area Attacks, Effort, and Damage

(OG-CSRD Editorial Addition)

How does the use of Effort to increase the dommages of an attaque de zone work, exactly? The provided example doesn't make this entirely clear, because only one level of Effort is used. The Shatter ability's description states that "If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll." It seems clear that if the PC had used two levels of Effort to increase damage, the cultists who were hit would take 5 damage (1 plus 2 for each level of Effort used), but what about the cult leader who wasn't hit? The GM should consider these two possible interpretations, and settle on the one that works best for the game's genre and setting:

Additionally, the GM should consider the rules for attack modifiers and special situations and combat between PCs—specifics might determine that one use of an ability doesn't result in "friendly fire", but another does. This could also be a source of GM Intrusion.

Special Situation: Attacking Objects

(Cypher System Rulebook, page 223)

Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? Attacking inanimate objects with a melee weapon is a Puissance action. Objects have levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.

If the Might action to damage an object is a success, the object moves one step down the object damage track. If the Might roll exceeded the difficulty by 2 levels, the object instead moves two steps down the object damage track. If the Might roll exceeded the difficulty by 4 levels, the object instead moves three steps down the object damage track. Objects with minor or major damage can be repaired, moving them one or more steps up the object damage track.

Brittle or fragile objects, like paper or glass, decrease the effective level of the object for the purposes of determining if it is damaged. Hard objects, like those made of wood or stone, add 1 to the effective level. Very hard objects, like those made of metal, add 2. (The GM may rule that some exotic materials add 3.)

The tool or weapon used to attack the object must be at least as hard as the object itself. Further, if the amount of damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the object, the attack cannot damage the object no matter what the roll.

Notes de l'Editeur — In precursors to the Cypher System—Numenera (2014) and the Strange— objects are assigned health equal to their level and up to 3 Armure instead of the object damage track. A few abliities like Fling, Force Field (as printed in the Cypher System Rulebook), and Force Field Barrier can be easier to resolve using that framework instead, where abilities like Breaker, Destroyer, and Field of Destruction are clearly written with use of the object damage track in mind. The GM might also alter interactions based on on an object's nature, for example, allowing ongoing ambient damage from a fire to eventually damage a flammable object. Additional guidelines for damaging structures are detailed in walls, doors, and feats of strength.


Action: Activate a Special Ability

(Cypher System Rulebook, page 223)

Special abilities are granted by foci, types, and préférences, or provided by cyphers or other devices. If a special ability affects another character in any kind of unwanted manner, it's handled as an attaque. This is true even if the ability is normally not considered an attack. For example, if a character has a Healing Touch, and their friend doesn't want to be healed for some reason, an attempt to heal their unwilling friend is handled as an attack.

Plenty of capacités spéciales do not affect another character in an unwanted manner. For example, a PC might use Hover on themselves to float into the air. A character with a matter-reorganizing device might change a stone wall into glass. A character who activates a Changeur de Phase cypher might walk through a wall. None of these requires an attack roll (although when turning a stone wall to glass, the character must still make a roll to successfully affect the wall).

If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a effet majeur, which would reduce the cost for their action.

Notes de l'Editeur — For more on special abilities, see capacités spéciales in Chapitre 4: Créer votre Personnage, and Chapitre 9: Capacités.


Action: Move

(Cypher System Rulebook, page 223)

As a part of another action, a character can adjust their position—stepping back a few feet while using an ability, sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so on. This is considered an immediate distance, and a character can move this far as part of another action.

In a combat situation, if a character is in a large melee, they're usually considered to be next to most other combatants, unless the GM rules that they're farther away because the melee is especially large or the situation dictates it.

If they're not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15 m). If they're farther away than that but still involved in the combat, they are considered to be a long distance away, usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet (30 to 150 m).

In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short move is considered to be a difficulty 0 action. No roll is needed; they just get where they're going as their action.

A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Célérité task with a difficulty of 4. As with any action, they can use compétences, atouts, or Effort to ease the task. Terrain, obstacles, or other circumstances can hinder the task. A successful roll means the character moved the distance safely. Failure means that at some point during the move, they stop or stumble (the GM determines where this happens).

A character can also try to make a short move and take another (relatively simple) physical action, like make an attaque. As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the character stops at some point, slipping or stumbling or otherwise getting held up.

Long-Term Movement

(Cypher System Rulebook, page 224)

When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft, sailing ships, and so on) have their own rates of movement.

Notes de l'Editeur — Most vehicles list their speeds under various environmental conditions. For spacecraft travel, see Traveling the Solar System and Orbital Mechanics.

Movement Modifiers

(Cypher System Rulebook, page 224)

Different environments affect movement in different ways.

Notes de l'Editeur — For more on gravity, see Effects of Gravity.

Special Situation: A Chase

(Cypher System Rulebook, page 224)

When a PC is chasing an NPC or vice versa, the player should attempt a Célérité action, with the difficulté based on the NPC's level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.

Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down. Vehicle chases are handled similarly.

Notes de l'Editeur — The Perilous Venture module is a useful tool for spicing up a chase or escape.


Action: Wait

(Cypher System Rulebook, page 225)

You can wait to react to another character's action.

You decide what action will trigger your action, and if the triggering action happens, you get to take your action first (unless going first wouldn't make sense, like attacking a foe before they come into view). For example, if an orc threatens you with a halberd, on your turn you can decide to wait, stating "If it stabs at me, I'm going to slash it with my sword." On the orc's turn, it stabs, so you make your sword attack before that happens.

Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back down. You could say "I wait to see them pop up from behind cover and then I shoot them."

Waiting is also a useful tool for cooperative actions.


Action: Defend

(Cypher System Rulebook, page 225)

Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with circumstances, compétence, atouts, and Effort all potentially coming into play. Defending is a special kind of action in that it does not happen on the PC's turn. It's never an action that a player decides to take; it's always a reaction to an attack. A PC can take a defense action when attacked (on the attacking NPC's turn) and still take another action on their own turn.

The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to duck or block it with what they're holding. If they're struck by a poisoned dart, they can use a Puissance action to resist its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.

Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge the bite with a Célérité action. If they fail, they take damage from the bite, and they must also attempt a Puissance action to resist the poison's effects.

If a character does not know an attack is coming, usually they can still make a defense roll, but they can't add modifiers (including the modifier from a shield), and they can't use any skill or Effort to ease the task. If circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack simply hits.

A character can always choose to forgo a defense action, in which case the attack automatically hits.

Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.

Tâche de Défense

(Cypher System Rulebook, page 23)

Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.


Action: Do Something Else

(Cypher System Rulebook, page 226)

Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the difficulté—that's their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all manner of actions and options that aren't covered by a rule. That's a good thing.

Players should not feel constrained by the game mechanics when taking actions. Compétences are not required to attempt an action. Someone who's never picked a lock can still try. The GM might hinder the task, but the character can still attempt the action.

Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses. The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort. Once the final determination is made, they roll to see if their character succeeds. It's as easy as that.

As further guidance, the following are some of the more common actions a player might take.

Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of possible actions. That's why there is a "do something else" action. PCs are not pieces on a game board—they are people in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.

Escalade

(Cypher System Rulebook, page 226)

When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing while under fire, pose additional step penalties.

Climbing Difficulty

(Cypher System Rulebook, page 226)

Climbing Difficulty
Difficulty Surface
2Surface with lots of handholds
3Stone wall or similar surface (a few handholds)
4Crumbling or slippery surface
5Smooth stone wall or similar surface
6Metal wall or similar surface
8Smooth, horizontal surface (climber is upside down)
10Glass wall or similar surface
Cooperative Actions

(Cypher System Rulebook, page 226)

There are many ways multiple characters can work together. None of these options, however, can be used at the same time by the same characters.

Règle Optionnelle: Additional Cooperative Actions

(OG-CSRD Editorial Addition)

This section has been added by the editor, based on Cooperative Actions (211) in the 2015 Cypher System Rulebook.

These cooperative actions might not be good blanket rules for every circumtance, but they are still useful to think about how players might coordinate their actions, and how the GM might want to modify the game based on circumstance:

Crafting, Building, and Repairing
Accès Rapide: Crafting

(Cypher System Rulebook, page 227)

Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing a machine that can take you into hyperspace. Normally, the level of the item determines the difficulté of creating or repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item's level to determine the difficulty of building or repairing it.

Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude wooden stool might be hammered together in an hour. A beautiful finished piece might take a week or longer and would require more skill on the part of the crafter.

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0 items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it's a level 1 object. Making an arrow or a spear is fairly standard but not simple, so it's a level 2 object.

Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and, technically, level 0 material).

The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest isn't very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting situations.

The time required to create an item is up to the GM, but the guidelines in the crafting table are a good starting point. Generally, repairing an item takes somewhere between half the creation time and the full creation time, depending on the item, the aspect that needs repairing, and the circumstances. For example, if creating an item takes one hour, repairing it takes thirty minutes to one hour.

Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the time required. In this case, the quality of the item is affected. Let's say that a character needs to create a tool that will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it, but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is not possible. For example, a single human can't make a chainmail vest in one hour without some kind of machine to help.

Possible crafting skills include:

Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended function. Sometimes, the GM will simply declare the task impossible. You can't turn a vial of healing elixir into a two-way communicator. But most of the time, there is a chance of success.

That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but difficulties starting at 7 are not unreasonable. The time, tools, and training required would be similar to the time, tools, and training needed to repair a device. If the tinkering results in a long-term benefit for the character—such as creating an artifact that they can use—the GM should require them to spend XP to make it.

Obviously, what is considered "weird stuff " will vary from setting to setting, and sometimes the concept might not apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary, but that doesn't mean he could reverse-engineer a teleporter made in another dimension.

Crafting Difficulty and Time

(Cypher System Rulebook, page 228)

Crafting Difficulty and Time
Difficulty Craft General Time to Build
0Something extremely simple like tying a rope or finding an appropriately sized rockA few minutes at most
1TorchFive minutes
2Spear, simple shelter, piece of furnitureOne hour
3Bow, door, basic article of clothingOne day
4Sword, chainmail vestOne to two days
5Common technological item (electric light), nice piece of jewelry or art objectOne week
6Technological item (watch, transmitter), really nice piece of jewelry or art object, elegant craftworkOne month
7Technological item (computer), major work of artOne year
8Technological item (something from beyond Earth)Many years
9Technological item (something from beyond Earth)Many years
10Technological item (something from beyond Earth)Many years

The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.

Circumstances really matter. For example, sewing a dress by hand might take five times as long (or more) as using a sewing machine.

Guarding

(Cypher System Rulebook, page 228)

In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character can attempt an eased Célérité action based on the level of the NPC. Success means the NPC is prevented from taking the action; the NPC's action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.

If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If the PC succeeds, they can make their attack normally.

Soigner

(Cypher System Rulebook, page 228)

You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing restores points to a stat Réserve of your choice. Decide how many points you want to heal, and then make an Intellect action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that's a difficulty 3 task with a target number of 9.

Règle Optionnelle: Healing Limitations

(OG-CSRD Editorial Addition)

Each time anyone attempts to heal the same creature, the task is hindered by an additional step. The difficulty resets after that creature rests for ten hours.

Interacting with Creatures

(Cypher System Rulebook, page 228)

The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or some other way to communicate. Learning new languages is the same as learning a new compétence.

Sauter

(Cypher System Rulebook, page 228)

Decide how far you want to jump, and that sets the difficulty of your Puissance roll. For a standing jump, subtract 4 from the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.

If you run an immediate distance before jumping, it counts as an atout, easing the jump.

If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the difficulty of the jump. Because you're running an immediate distance (and then some), you also count your running as an asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).

For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an immediate distance, it counts as an asset, easing the jump.

There's nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise distance. The rules here are just so everyone has some guidelines.

Looking or Listening

(Cypher System Rulebook, page 229)

Generally, the GM will describe any sight or sound that's not purposefully difficult to detect. But if you want to look for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it's a creature, its level determines the difficulty of your roll. If it's something else, the GM determines the difficulty of your roll.

Notes de l'Editeur — For more on "passive perception", see Passive Difficulty.

Moving a Heavy Object

(Cypher System Rulebook, page 229)

You can push or pull something very heavy and move it an immediate distance as your action.

The weight of the object determines the difficulty of the Puissance roll to move it; every 50 pounds (23 kg) hinders the task by one step. So moving something that weighs 150 pounds (68 kg) is difficulty 3, and moving something that weighs 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance as your action.

Operating or Disabling a Device, or Picking a Lock

(Cypher System Rulebook, page 229)

As with figuring out a device, the level of the device usually determines the difficulté of the Intellect roll. Unless a device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they might need to roll to ensure that they don't crash the vehicle into a wall while trying to avoid being hit.

Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve special tools and assume that the character is not trying to destroy the device or lock. (A PC who is attempting to destroy it probably should make a Puissance roll to smash it rather than a Célérité or Intellect roll requiring patience and know-how.)

Riding or Piloting

(Cypher System Rulebook, page 229)

If you're riding an animal that's trained to be a mount, or driving or piloting a vehicle, you don't need to make a roll to do something routine such as going from point A to point B (just as you wouldn't need to make a roll to walk there). However, staying mounted during a fight or doing something tricky with a vehicle requires a Célérité roll to succeed. A saddle or other appropriate gear is an atout and eases the task.

Notes de l'Editeur — For more on vehicles, see Vehicular Combat, Extended Vehicular Combat, and Spacecraft.

Riding or Piloting Difficulty

(Cypher System Rulebook, page 229)

Riding or Piloting Difficulty
DifficultyManeuver
0Chevaucher
1Staying on the mount (including a motorcycle or similar vehicle) in a battle or other difficult situation
3Staying on a mount (including a motorcycle or similar vehicle) when you take damage
4Mounting a moving steed
4Making an abrupt turn with a vehicle while moving fast
4Getting a vehicle to move twice as fast as normal for one round
5Coaxing a mount to move or jump twice as fast or far as normal for one round
5Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control
Wheeled Vehicle GM Intrusions

(The Stars are Fire, page 96)

Wheeled Vehicle GM Intrusions
d10GM Intrusion
1Vehicle runs out of fuel or power.
2Unexpected obstacle threatens to cause a crash.
3Unexpected gap or loss of power requires rider to "jump" between stable surfaces by launching off a suitable ramp-like incline.
4Another vehicle swerves into PC's vehicle
5Loose sand/gravel/particles/ice on surface threaten to cause a wipeout.
6Too much velocity going around a corner threatens to cause a wipeout or crash.
7Vehicle takes damage and threatens to detonate its power source.
8Another vehicle hits PC's vehicle from behind.
9Vehicle's brakes freezes.
10Vehicle's tire unexpectedly blows out.
Hovering and Flying GM Intrusions

(The Stars are Fire, page 98)

Hovering and Flying GM Intrusions
d10GM Intrusion
1Vehicle runs out of fuel or power (but not inflight).
2Extreme turbulence threatens to cause a loss of control inflight.
3A glitch in the flight control—or pilot error—causes vehicle to bank too sharply, threatening a crash.
4Unexpected debris/birds or other flying creatures impact the vehicle, damaging it.
5Landing gear is damaged, making eventual landing problematic.
6Unexpectedly tall terrain feature threatens imminent collision.
7Vehicle takes damage and threatens to detonate its power source.
8Another flying vehicle hits PC's vehicle from above.
9Vehicle runs out of fuel or power while inflight.
10Breach in airframe risks sucking pilot or passengers out to a long fall.
Seacraft GM Intrusions

(The Stars are Fire, page 101)

Seacraft GM Intrusions
d10Intrusion
1Vehicle begins taking on water due to minor leak.
2Vehicle capsizes
3Vehicle begins to sink due to major leak caused by structural flaw.
4Vehicle collides with marine life/debris on water or other watercraft impacts the vehicle, damaging it.
5Power source unexpectedly dies.
6Unmapped underwater terrain feature threatens/causes imminent collision.
7Vehicle takes damage and threatens to detonate its power source.
8Sea storm blows up and threatens to capsize vehicle.
9Character(s) fall overboard.
10Pirates! (Or at least people with bad intentions pull up on another boat.)
Spacecraft GM Intrusions

(The Stars are Fire, page 112)

Spacecraft GM Intrusions
d10GM Intrusion
1Spacecraft is holed by micrometeorite or other debris and begins to leak air
2Spacecraft power source unexpectedly stutters, runs out of fuel, or malfunctions in a way that could lead to detonation.
3Spacecraft is holed by something large enough to risk a catastrophic blow-out.
4Environmental controls malfunction; ship interior grows colder and colder (causing a buildup of frost and ice on interior surfaces), until the problem can be identified and repaired.
5Drive system surges, causing the vehicle to move faster, farther, or to a different location than was intended.
6Solar flare, gravitational gradient, or other understood but unexpected phenomena damages ship.
7A malfunction, deliberate sabotage by a rival, or a fatal malware-infected shipmind affects the environmental controls in a space suit or entire ship, deoxygenating it until it's mostly carbon dioxide. Affected characters, initially unaware of the problem, become more and more sleepy until they pass out.
8Gamma ray burst from "nearby" neutron star conjunction threatens to fry ship and everyone on board.
9External operations lead to a character being bucked off craft into empty space.
10Environmental systems are compromised, requiring extensive overhaul to return to normal.
Sneaking

(Cypher System Rulebook, page 229)

The difficulty of sneaking by a creature is determined by its level. Sneaking is a Célérité roll. Moving at half speed eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim lighting conditions and having plenty of things to hide behind.

Nager

(Cypher System Rulebook, page 229)

If you're simply swimming from one place to another, such as across a calm river or lake, use the standard movement rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.

Understanding, Identifying, or Remembering

(Cypher System Rulebook, page 230)

When characters try to identify or figure out how to use a device, the level of the device determines the difficulty. For a bit of knowledge, the GM determines the difficulty.

Understanding, Identifying, or Remembering
DifficultyKnowledge
0Common knowledge
1Simple knowledge
3Something a scholar probably knows
5Something even a scholar might not know
7Knowledge very few people possess
10Completely lost knowledge
Règle Optionnelle: Gaining Insight

(OG-CSRD Editorial Addition)

This section is based on Gaining Insight (231) in the Cypher System Rulebook.

If a PC is planning something complex, or spending time to gain more information about a situation, they can spend 3 points d'Intellect and one action to gain additional, reliable information, which the GM provides in the form of a useful clue. The clue might provide foreknowledge of events, allowing the PC to recognize something, someone, or a pattern of behavior on the part of one or more NPCs. The GM decides what insight is gained, and ensures the information is useful and reliable. Gaining insight should never be used to "trap" a PC.

Additionally, the GM can notify players that insights are available without revealing what they are, but allow PCs to purchase them with 1 XP as a player intrusion, or 2 XP as a short-term benefit.

Vehicular Movement

(Cypher System Rulebook, page 230)

Véhicules move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the movement. This is a routine task that rarely requires a roll. Any round not spent driving the vehicle hinders the task in the next round and precludes any change in speed or direction. In other words, driving down the road normally is difficulty 0. Spending an action to retrieve a backpack from the back seat means that in the following round, the driver must attempt a difficulty 1 task. If they instead use their action to pull a handgun from the backpack, in the next round the difficulty to drive will be 2, and so on. Failure results are based on the situation but might involve a collision or something similar.

In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5 sports car, the PC would make three chase rolls with a difficulty of 5. If the PC's car is a souped-up custom vehicle, it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the chase rolls by two or three steps, or the GM might simply rule that it's impossible.

Vehicular Combat

(Cypher System Rulebook, page 230)

Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has a level and probably an appropriate Armure rating, not unlike a creature.

The only time this isn't true is with battles where only vehicles and not characters are involved. Thus, if the PCs are in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so that it's not really the characters fighting, but the vehicles), use the following quick and easy guidelines.

On this scale, combat between vehicles isn't like traditional combat. Don't worry about health, Armor, or anything like that. Instead, just compare the levels of the vehicles involved. If the PCs' vehicle has the higher level, the difference in levels is how many steps the PCs' attack and defense rolls are eased. If the PCs' vehicle has the lower level, their rolls are hindered. If the levels are the same, there is no modification.

These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons, which ease the attack (since there is no "damage" amount to worry about), but this circumstance is probably uncommon in this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is eased by two steps.

The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on the system or portion targeted.

That's a lot of modifications. But it's not really that hard. Let's look at an example of a space battle. A PC in a small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4. But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and damage the frigate's drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter pilot is trained in space combat, they reduce the difficulty to 8, but it's still impossible without help. So let's say that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to use Effort.

Then the frigate retaliates, and the PC needs to make a jet de défense. The level difference between the ships (2) means the PC's defense is hindered by two steps, so the difficulty of the PC's defense roll starts out at 6. But the frigate tries to take out the fighter's weapons, hindering their attack (easing the PC's defense) by two steps. Thus, the PC needs to succeed at a difficulty 4 task or lose their main weapons systems.

It's important to remember that a failed attack doesn't always mean a miss. The target ship might rock and reel from the hit, but the bulk of the damage was absorbed by the shields, so there's no significant damage.

This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to the maneuvering thrusters before they crash into the space station they're trying to defend.

Vehicular Targeting
Targeting TaskAttack HinderedEffect
Disable weaponsTwo stepsOne or more of the vehicle's weapons no longer function
Disable defenses (if applicable)Two stepsAttacks against the vehicle are eased
Disable engine/driveThree stepsVehicle cannot move, or movement is hampered
Disable maneuverabilityTwo stepsVehicle cannot alter its present course
Strike power core or vital spotFive stepsVehicle is completely destroyed

During a vehicular battle, particularly a space battle, there's a lot of chatter about shields failing, hull integrity, being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they're all flavor, so they're represented in the rules generally, rather than specifically.

Training in driving makes the character practiced in using a vehicle as a weapon. If the vehicle is used to run over a victim or ram an enemy vehicle, treat a motorcycle as a medium weapon and treat a car or truck as a heavy weapon.

Notes de l'Editeur — For more on vehicular combat, see Extended Vehicular Combat.


Chapitre 11-A: Followers and Factions

Accès Rapide: Followers and Factions

Followers

(Cypher System Rulebook, page 233)

Player characters have the option to gain followers as they advance in tier, as provided by type or focus capacités spéciales. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A follower puts the PC's interests ahead of, or at least on par with, their own.

The PC generally makes rolls for their follower when the follower takes actions, though usually a follower's modifications provide an atout to a specific action taken by the PC they follow.

Notes de l'Editeur — Two additional types of companions have been added to supplement this chapter: familiars and sidekicks.

Breathing Life into Followers

(Cypher System Rulebook, page 233)

The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a follower, depending on their mix of modifications.

If a follower dies, the character gains a new one after at least two weeks and proper recruitment.

Followers vs. Temporary Companions

(OG-CSRD Editorial Addition)

Many abilities in the Companion category use different language to describe an NPC: Basic Follower is described as "level 2 follower", a Beast Companion is a "level 2 creature", and Duplicate is "a level 2 NPC". Which of these are followers, and which are not? This clarification provides criteria to divide these abilities into two groups: Followers vs. Temporary Companions.

Follower Level Progression

For example, let's compare the Beast Companion ability from the Contrôle les Bêtes Sauvages focus without—and with—Follower Level Progression. In this case, Follower Level Progression smooths out the beast companion's levels, and results in a higher maximum level (and thus number of modifications). This ensures the beast companion remains the central focus ability, even after the Mount—another follower—and Beast Call—a temporary companion—join the PC at higher tiers:

Follower Level Progression: Beast Companion
TierBeast CompanionLevel (without Follower Level Progression)Level (with Follower Level Progression)
1Beast Companion22
222
3Follower Level Progression23
4Improved Companion44
5Follower Level Progression45
645
Balancing Followers

PCs—especially a Emissaire—can amass quite number of followers. The GM might need to adjust followers in order to keep the game feeling fun, fresh, and fair. When making rulings, the GM should consider the following questions, which have no definitive answers:


Familiars

(It's Only Magic, page 94)

In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities vary greatly from setting to setting. A familiar might be just a pet or comfort animal, with no special abilities. They might have an empathic or telepathic connection with their person. They might be an extension of the person's soul, with harm to the familiar causing harm to the person. They might be a fully supernatural creature, able to assist with magical tasks or provide advice. A magical world might only have one of these kinds of familiars, or any of them.

CONTENT WARNING: This section talks about the death of pets.

Notes de l'Editeur — In settings where every PC has a powerful familiar as a defining feature of the game, the optional Sidekicks rules might be more appropriate.

Standard Pet

(It's Only Magic, page 94)

The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the character's magical abilities in any way, and is not meant to help in combat. Their death doesn't cause the character physical harm (although it probably causes emotional harm, just like the loss of any pet), and the character can gain a new familiar after a certain amount of time. For this type of familiar, a character should choose the Critter Companion ability, which gives them a level 1 creature.

If the character wants a bigger or tougher creature that is otherwise still a normal animal, they should choose Beast Companion, which gives them a level 2 creature, but otherwise works the same as Critter Companion.

As a slightly more magical variant, choose either of these abilities, but instead of finding a replacement for the creature if it dies, the character can perform a magical ritual (taking 1d6 days) to return them to life.

Unusual Familiars

(It's Only Magic, page 94)

There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards, capybara-bats, and raven snakes), those kinds of creatures are valid choices for a familiar.

If a familiar is a creature whose body is created by the bond with a magician (instead of an existing beast that the character finds and binds with magic), the GM could allow a familiar to look like an extinct animal, such as a dodo bird or Compsognathus dinosaur, or even a permanently miniature version of a large creature such as an elephant or rhinoceros.

History and fantasy literature has suggested other forms for familiars, such as fiendish-looking imps, tiny dragons, alchemy-crafted homunculi, fairies, intelligent floating skulls, and spirits resembling human children. Exactly what sorts of unusual familiars are available in the setting is up to the GM, but their appearance generally doesn't affect their game statistics. For example, a flying skull familiar and a bat familiar probably have the same level, movement, and modifiers.

Magical Familiars

(It's Only Magic, page 95)

This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet familiar) the fact that it can't truly die. The disadvantages of this kind of familiar are that they cannot travel too far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this type of familiar, a character should choose the Bound Magic Familiar ability.

Soulbound Familiars

(It's Only Magic, page 95)

This is the most powerful and versatile kind of familiar. They have significant magical abilities, but this requires a bond between the character and familiar that makes them both vulnerable in certain ways.

For this type of familiar, a character should choose the Soul Familiar ability.

Modifying a Familiar

(It's Only Magic, page 95)

The following character abilities can be used to improve your familiar or the connection you have with it. (Although most of the ability descriptions refer to the Beast Companion ability, they have the same effect on a familiar as on a beast companion.)


Sidekicks

Accès Rapide: Sidekicks

Règles Optionnelles

(OG-CSRD Editorial Addition)

Sidekicks are a framework for flexible, powerful NPCs that take part in the story alongside the PCs. What sets sidekicks apart from companions, followers, and familiars is that a different player assumes the role of the sidekick, including rolling the die for tasks prompted by their actions.

The GM can use these rules modules to:

  • Fill out small groups of players with capable help
  • Foster intimate roleplay among players
  • Make PCs and sidekicks a force to be reckoned with in combat

Sidekicks can be people, but a lot of this framework assumes they are an interesting creature of some kind. In some settings, sidekicks might share a central theme or fundamental nature. This can be a big decision that will determine how sidekicks interact with the PCs and other important aspects of the setting, for example:

  • Pets, mounts, and beasts of burden
  • Ferocious but tamed creatures
  • Friendly neighborhood pocket monsters deployed from spherical artifacts
  • Magically summoned creatures, otherworldly entities, or thoughtforms that PCs manifest or dismiss with an action

If you enjoy these rules, consider purchasing Predation.

Sidekick Character Sheet

(OG-CSRD Editorial Addition)

Old Gus' Unofficial Cypher System Sidekick Character Sheet is a high contrast, form-fillable PDF character sheet you can use to keep track of sidekick statistics.

Gaining Sidekicks

(OG-CSRD Editorial Addition)

Depending on the setting, the GM might determine PCs begin with a sidekick, or that there are other established methods for PCs to gain a one, for example:

  • Currency: Something as important as a sidekick should probably cost no less than a moderately-priced item.

  • Recruiting, Catching, or Taming: Recruiting, catching, or taming a sidekick is at least a level 2 Intellect task, requiring at least a few days, and might involve embarking on a perilous venture, or performing delicate Rituel Magique.

  • Crafting: PCs might need to craft a special lure, build a supernatural containment vessel, or repair a mechanical sidekick to operation.

  • Subterfuge: It might be possible to rescue—or steal—sidekicks away from others.

  • Spending XP: Spending 3 XP as a long-term benefit might also be an appropriate cost for gaining a sidekick.

  • Completing Character Arcs: Completing successful arcs de personnage like Develop a Bond or Train a Creature might earn a PC a sidekick.

Règle Optionnelle: Exceptional Sidekicks

(OG-CSRD Editorial Addition)

When a new sidekick is created or a potential sidekick is encountered, roll a d100 to determine if it is exceptional:

Exceptional Sidekicks
d100Exceptional Sidekicks
1–3The sidekick gains one random beneficial mutation, one random cosmetic mutation, and one random harmful mutation. If the result is Weakness in Might, Weakness in Speed, or Weakness in Intellect, the sidekick's health is reduced by 2 instead.
4–9The sidekick gains one cosmetic mutation.
10–79
80–89The sidekick gains one random sidekick ability.
90–95The sidekick gains one random sidekick ability and one random cosmetic mutation.
96–99The sidekick gains one random fantastic sidekick ability and one random cosmetic mutation.
00The sidekick has a random fantastic niche and one random cosmetic mutation.
Playing Sidekicks

(OG-CSRD Editorial Addition)

GMs and players should discuss these rules before using them. Not every player can—or wants to—take on responsibility for having (or playing as) a sidekick, and that's okay. In fact, the fewer sidekicks there are in a game, the more session time will be available for PCs to forge deeper relationships with them.

  • Associated PC: A sidekick's associated PC is the person in the party they are closest to, trust most, or who owns them. The GM might allow the associated PC to gain abilities like As If One Creature, Beast Eyes, or Stronger Together, applying the benefits to a sidekick instead of a Beast Companion.

  • Sidekick: The person who plays the role of the sidekick—and makes rolls for them—is always a different person than the associated PC's player. Depending on the sidekick, it might not be important to have the same person playing the same sidekick every game session. Sidekicks are less complex than PCs, so playing a sidekick is a good way to involve a younger player in the game.

  • Taking Action: Sidekicks usually take their action on the same turn as the associated PC. A sidekick can act before or after the associated PC. Sidekicks might also be able to wait or take cooperative actions. In order for a sidekick to take the desired action, the associated PC might be required to succeed on a command task.

Sidekick Characteristics

(OG-CSRD Editorial Addition)

Sidekick character sheets record the following characteristics:

  • Niveau: Sidekicks begin at level 2.

  • Niche and Nature: Sidekicks have a niche and nature, which determine characteristics like health, Armure, compétences they can use to modify the difficulty of a task, and maybe even a sidekick ability or two.

  • Creature Type: Creature type can be anything that sums up your sidekick—dog, dragon-toad, or robotic pugilist. It has no mechanical effect other than to help the GM determine the sidekick's interactions with other features of the setting, but it's just as important that a companion is a "gorilla" as it is they are "strong".

  • Sidekick Abilities: Each time the associated PC advances to a new tier, the sidekick gains one sidekick ability.

Sidekick Health, Recovery, and Loss

Like other NPCs and creatures, sidekicks have health and other characteristics. Sidekicks can recover missing health points in the following ways (determined by the GM):

Sidekick Equipment

(OG-CSRD Editorial Addition)

Sidekicks can benefit from équipement, cyphers, or artifacts made for them. The GM determines the cost or other availability of such items.

The Increased Cypher Use ability can increase a sidekick's cypher limit.

Règle Optionnelle: Command Tasks

(OG-CSRD Editorial Addition)

Some sidekicks are creatures of instinct, and require dedicated time and training to develop a reliable bond. For any command an associated PC gives a sidekick on their turn, the GM might require an Intellect-based command task. On a success, the sidekick attempts the task. On a failure, they do something else.

The GM can set command task difficulty by starting with the sidekick's level (usually level 2) and applying a difficulty modifier determined by the associated PC's, for example:

Command Task Difficulty
PC TierSidekick LevelDifficulty ModifierCommand Task Difficulty
1–22+13
322
42−11
5–62−20
  • Modifying Command Task Difficulty: Training in a relevant compétence—for example, "Animal Handling", "Leadership", or "Monster Training"—might apply to command tasks. You can also use Effort on a command task (independently of your own action for the purposes of Effort costs and Edge reductions).

  • Minor Effet: The sidekick gains an asset on their task roll.

  • Minor Effet: The sidekick gains two assets on their task roll.

  • GM Intrusion: The sidekick does something uncooperative or unexpected, but in accordance with their nature.

Règle Optionnelle: Sidekick Level Progression

(OG-CSRD Editorial Addition)

When the associated PC reaches tier 3 and tier 5, the sidekick gains the Increase Level ability.

Games that use both the Sidekick Level Progression and Command Task rules will find it more important for PCs to find ways to modify the difficulty in their favor. Commanding a level 7 dragon at tier 6 is a level 5 task.

Sidekick Nature

(OG-CSRD Editorial Addition)

A sidekick's nature is similar to a PC's descripteur—it reflects their personality and behavior, which lets the sidekick's player enact their role in the game—and also provides a potential source of intrusion de la Meneuse. A sidekick's nature also provides a boon to the associate PC.

  • Sharing Boons with Other PCs: An associated PC can command the sidekick to grant their boon to another creature instead. Like other commands given to sidekicks, the GM might require a successful command task.

Roll or choose one of the following natures, or work with the GM to come up with an original one:

Adorable

(OG-CSRD Editorial Addition)

The sidekick is always interacting with someone, even untrustworthy strangers.

  • Adorable Boon: While within immediate range of the associated PC, the sidekick provides them an asset on positive social interaction tasks with those who can see the sidekick. Enabler. (OG-CSRD)

Aggressive

(OG-CSRD Editorial Addition)

Scrappy, and always ready for a confrontation, the sidekick is especially protective of the associated PC.

  • Aggressive Boon: While within short range of the associated PC, the sidekick provides them an asset on intimidation tasks. Enabler. (OG-CSRD)

Alert

(OG-CSRD Editorial Addition)

The sidekick is always using their senses to look for potential sources of danger or interest.

  • Alert Boon: While within long range of the associated PC, the sidekick provides them an asset on initiative tasks. Enabler. (OG-CSRD)

Contented

(OG-CSRD Editorial Addition)

The sidekick is always calm—maybe too calm. Nothing seems to get them down, but nothing really gets them going, either.

  • Contented Boon: While within short range of the associated PC, the sidekick provides them an asset to Intellect defense rolls. Enabler. (OG-CSRD)

Energetic

(OG-CSRD Editorial Addition)

The sidekick has an unrivaled zest for life that cannot be contained.

  • Energetic Boon: When the sidekick rolls a 19 or a 20 on the die, the associated PC gains an asset on a task of their choice within the next round. Enabler. (OG-CSRD)

Hapless

(OG-CSRD Editorial Addition)

The sidekick is always falling down, knocking things over, making a mess, or getting themselves into strange predicaments.

  • Hapless Boon: When the sidekick's roll triggers a intrusion de la Meneuse, the associated PC can take a free, immediate action. Enabler. (OG-CSRD)

Meddling

(OG-CSRD Editorial Addition)

The sidekick gets involved in everything, and sometimes their insatiable curiosity causes problems for others.

  • Meddling Boon: While within immediate range of the associated PC, the sidekick provides them an asset on tasks related to perception, searching, and stealing. Action. (OG-CSRD)

Precocious

(OG-CSRD Editorial Addition)

The sidekick is especially likely to act independently, and not always for the best.

  • Precocious Boon: When the sidekick helps, the associated PC gains an asset all tasks involving solving puzzles, opening doors and locks, and operating or disabling devices. Action. (OG-CSRD)

Preening

(OG-CSRD Editorial Addition)

The sidekick loves to put on a show and occasionally draw unwanted attention to themself or the associated PC.

  • Preening Boon: When the sidekick helps, the associated PC gains an asset all tasks involving deception and giving performances. Action. (OG-CSRD)

Shy

(OG-CSRD Editorial Addition)

The sidekick usually prefers the associated PC to others, and is uncooperative if the situation isn't to their liking.

  • Shy Boon: When the sidekick sneaks or hides, the associated PC gains an asset on sneaking or hiding tasks. Action. (OG-CSRD)

Sidekick Niche

(OG-CSRD Editorial Addition)

A sidekick's niche is similar to a PC's type— it reflects their areas of excellence, their physiology, and how they use what they've got to get by. Niches are intentionally broad, and don't really define what creature type the sidekick is—for exampl, a large sidekick could be an elephant or an ogre.

Roll or choose one of the following niches, or work with the GM to come up with an original one:

Sidekick Niches
d10Niche
1Aquatic
2Armored
3Cunning
4Diminutive
5Flying
6Hardy
7Large
8Nimble
9Strong
10Swift
Aquatic

(OG-CSRD Editorial Addition)

  • Niveau: 2

  • Health: 8

  • Damage Inflicted: 2 points

  • Skills: Specialized in swimming

  • Inability: Running, jumping, and climbing

Armored

(OG-CSRD Editorial Addition)

  • Niveau: 2

  • Health: 10

  • Armor: 2

  • Damage Inflicted: 2 points

  • Skills: Trained in Might defense and breaking things

Cunning

(OG-CSRD Editorial Addition)

  • Niveau: 2

  • Health: 8

  • Damage Inflicted: 2 points

  • Skills: Specialized in stealth; trained in Intellect defense, climbing and jumping

Diminutive

(OG-CSRD Editorial Addition)

  • Niveau: 2

  • Health: 6

  • Damage Inflicted: 1 point

  • Skills: Specialized in Speed defense, perception, and squeezing into tight spaces; trained in stealth and tracking

  • Inability: Inability in Might defense due to size

Flying

(OG-CSRD Editorial Addition)

  • Niveau: 2

  • Health: 8

  • Damage Inflicted: 2 points

  • Skills: Trained in flying, gliding, and diving

  • Skills: Inability in running and Intellect defense

Hardy

(OG-CSRD Editorial Addition)

  • Niveau: 2

  • Health: 8

  • Damage Inflicted: 2 points

  • Skills: Trained in Might defense, Intellect defense, running, jumping, and swimming

Large

(OG-CSRD Editorial Addition)

  • Niveau: 2

  • Health: 15

  • Armor: 1

  • Damage Inflicted: 2 points

  • Skills: Trained in carrying and breaking things

  • Inability: Inability in Speed defense and stealth due to size

Nimble

(OG-CSRD Editorial Addition)

  • Niveau: 2

  • Health: 6

  • Damage Inflicted: 1 points

  • Skills: Trained in Speed defense, Intellect defense, and all movement and manipulation tasks

Strong

(OG-CSRD Editorial Addition)

  • Niveau: 2

  • Health: 10

  • Armor: 1

  • Damage Inflicted: 3 points

  • Skills: Trained in carrying and breaking things

Swift

(OG-CSRD Editorial Addition)

  • Niveau: 2

  • Health: 8

  • Damage Inflicted: 2 points

  • Skills: Trained in Speed defense, running, and jumping

Règle Optionnelle: Fantastic Niches

(OG-CSRD Editorial Addition)

Fantastic niches are more clearly defined in terms of the creature type they suggest, and are more powerful than other niches. On the other hand, they are also more likely to have specific vulnerabilities that are a source of intrusion de la Meneuse. Even the presence of a fantastic sidekick in an inappropriate situation might be cause for the GM to use the optional Horror Mode rule.

  • Fantastic Abilities: Sidekicks with a fantastic niche have access to at least a few fantastic sidekick abilities.

  • Bonus Sidekick Ability: Fantastic sidekicks gain one sidekick ability at tier 1.

  • Fantastic Niche Abilities: Similar to a PC's focus, sidekicks with a fantastic niche gain additional bonus abilities at the associated PC's tiers, as listed in their descriptions. As a result, fantastic companions are a more complex to maintain a character sheet for.

Roll or choose one of the following fantastic niches, or work with the GM to come up with an original one:

Fantastic Niches
d10Fantastic Niche
1Alien
2Construct
5Divine
3Dragon
4Mon
6Shapeshifter
7Spellbound
8Spirit
9Symbiote
10Trickster
Signature Abilities
Fantastic sidekicks gain abilities listed in Chapitre 9: Capacités through Signature Ability. These abilities note how costs are paid, and any limits or modifications to the ability's activation requirements or effects. Be sure to record these modifications when adding these abilities to the sidekick's character sheet.
Template Fantastic Sidekicks
Example fantastic sidekicks list a selection of decisions for the sidekick, along with a selection of sidekick abilities to choose at each new tier reached by the associated PC. A few recommend swapping another ability in for the fantastic niche's offering for that tier.
Alien

(OG-CSRD Editorial Addition)

Construct

(OG-CSRD Editorial Addition)

  • Creature Type: The sidekick is a golem, robot, re-animated corpse, or some other kind of hardy, cleverly-made construct. In some settings, such constructs are commonplace. In others, they are novel creations that inspire joy, wonder, suspicion, fear, jealousy, or hatred.

  • Niveau: 2

  • Health: 14

  • Armor: 2

  • Damage Inflicted: 4 points

  • Near Perfection: The sidekick doesn't need to eat, sleep, or breathe. It is immune to poisons, disease, paralysis, and Intellect-based attacks that don't exploit its construction.

  • Imperfection (Optional): Command tasks are eased for the sidekick, but its intrusion de la Meneuse rate is increased by 1.

  • Inability (Construction Flaw): The sidekick's design, construction, or irreparable damage gives the sidekick an appropriate inability two broad skills, attack rolls, or one defense roll.

Golem

Creature Type
Golems are usually made of natural materials—typically bone, clay, flesh, metal, or stone. Once awakened, they are utterly loyal to their creator (or whoever else they are designed to imprint upon)—although their enthusiasm to do as they are told is frequently outmatched by their inability to understand nuance.
Basic Attacks
  • Smash. 4 points of bludgeoning damage
Increased Training
Physical Skills (170) (running, jumping)
Construction Flaw
Inability in Speed defense rolls
Suggested Sidekick Abilities

All constructs—but especially Golems—are notoriously relentless. Once commanded to do something, they can't be bargained with. They can't be reasoned with. They don't feel pity, or remorse, or fear. And they absolutely will not stop—ever—until the task is complete.

Mechanic Droid

Creature Type
Mechanic droids are nearly ubiquitous—anyone who is anyone has one. As such, they are not treated with much acclaim or notice, although depending on how much they've been through togther—some grow quite attached to theirs.
Basic Attacks
  • Discharge Coil. 3 points of electricity damage
Increased Training
Tech Skills (189) (piloting, repairing)
Construction Flaw
Inability in all social interaction and swimming
Suggested Sidekick Abilities

Personality Core

Creature Type
A strong AI in a flexible metal housing that hovers no more than an immediate distance off the ground, with 1d6 prehensile limbs. The housing contains an electronic supercomputer hardware running sophisticated personality core software. It can speak with an extensive vocabulary.
Basic Attacks
  • Emitter. 2 points of radiation damage (ignores Armor)
Increased Training
Tech Skills (189) (computers, machines)
Construction Flaw
Inability in Might defense rolls
Suggested Sidekick Abilities

Pugilist Titan

Creature Type
Some robots are just made to knock heads with other robots. Rock 'em, sock 'em, stick 'em in the ring. Build 'em up. Break 'em? Build 'em back better.
Basic Attacks
  • Jab. Eased; 2 points of bludgeoning damage
  • Hook. 4 points of bludgeoning damage
  • Uppercut. Hindered; 6 points of bludgeoning damage
Construction Flaw
Intellect defense rolls
Suggested Sidekick Abilities

Replicant

Creature Type
Virtually identical to adult humans, replicants are stronger and faster, with a sim AI created to give a convincing performance of the human condition. Manufactured beings with grafted memories, a few replicants manage to feel something akin to human emotion.
Basic Attacks
The replicant's internal weaponry deploys and retracts as if they had the Weaponization (151) ability):
  • Light Attack. Eased; 2 points bludgeoning, puncturing, or slicing damage
  • Medium Attack. 4 points bludgeoning, puncturing, or slicing damage
Increased Training
Interaction Skills (189) (deceiving, persuasion)
Construction Flaw
Inability in crafting, building, and repairing
Suggested Sidekick Abilities
Divine

(OG-CSRD Editorial Addition)

  • Creature Type: Divine creatures have the power to heal, and some display other magical powers. Their companionship is auspicious, and taken by most to be a blessing from the gods. In addition to inspiring awe, their powers also inspire jealousy in the wicked, who attempt to contain or kill them, taking some of that power for themselves in the process. The body parts of divine beasts are worth a king's ransom.

  • Niveau: 2

  • Health: 10

  • Damage Inflicted: 4 points

  • Immunity: Roll or choose from the Increased Resistance table. You gain immunity to that damage type. Enabler.

  • Skills: Specialized in sensing motives

Alicorn

Creature Type
An alicorn resembles large goat or a white horse, with a single spiral horn protruding from its forehead.
Basic Attacks
  • Bite. Eased; 2 points of piercing damage
  • Hooves. 4 points of bludgeoning damage
  • Horn. 4 points of puncturing damage (on a hit, the sidekick can deal additional radiation damage (ignores Armor) equal to the associated PC's tier; the PC must make a recovery roll before the sidekick can do this again)
Immunity
Poison and disease
Suggested Sidekick Abilities

Hippocentaur

Creature Type
Centaurs are hardy folk who roam mountains and plains. Their bodies combine the upper body of a human and the lower body and legs of a horse. Centaurs are as intelligent as humans, capable of speech.
Basic Attacks
  • Bow. Long range; 4 points of puncturing damage
  • Fist. Eased; 2 points of bludgeoning damage
  • Hooves. 4 points of bludgeoning damage
Immunity
Cold
Additional Equipment
Bow (medium weapon, long range)
Suggested Sidekick Abilities

Phoenix

Creature Type
A phoenix is a magical bird with the powers of healing, fire, and rebirth.
Basic Attacks
  • Flame Jet. 4 points of fire damage
  • Talons. Eased; 2 points of slicing damage
Immunity
Fire
Suggested Sidekick Abilities

Sphinx

Creature Type
A sphinx is a chimera, usually with the head of human, the body of a lion or reptile, and the wings of an eagle. Sphinxes are intelligent enough to speak, although they only do so rarely. When they do, it is worth listening.
Basic Attacks
  • Mystic Gaze. Eased; 2 points of arcane damage (ignores Armor); short range
  • Talons. 4 points of slicing damage
Immunity
Psychic (Intellect)
Suggested Sidekick Abilities
Dragon

(OG-CSRD Editorial Addition)

  • Creature Type: Dragons usually resemble large, winged reptiles. They are among the most ancient of creatures, and are part and parcel with magic in most realms of existence. Few dragons are kidnapped as eggs or hatchlings. Even fewer end up forging long-lasting bonds with others. The few that do—and survive—well, their stories are told for generations. Most dragons are too preternaturally independent to be truly kept by anyone.

  • Niveau: 2

  • Health: 16

  • Armor: 1

  • Damage Inflicted:

    • Claws. Eased; 2 points of slashing damage
    • Bite. 4 points of slashing damage
    • Tail. 4 points of bludgeoning damage
  • Skills: Trained in all Might actions (including basic attacks and defense), intimidation, and flying.

  • Inability (Willful): The associated PC's command tasks are hindered.

  • Inability (Draconic Fear): Inability in stealth and positive social interactions with most people.

Matching Damage Types
A dragon's Increased Resistance might also determine the damage type dealt by their Signature Attack, Fire Bloom, Bolts of Power, and Wall of Lightning. Alternatively, make a new roll on the Signature Attack table for each ability's damage type.
Other Dragon Advancements
Powerful dragons are innate spellcasters (gaining spells through Signature Ability), or naturally gaining gain power shifts at certain tiers.
Mon

(OG-CSRD Editorial Addition)

  • Creature Type: Mon are wild, but tamable creatures that display a stunning variety of forms and affinities. For some, they are stalwart companions, traveling the world and facing down against others of their kind who dare challenge them.

  • Niveau: 2

  • Health: 8

  • Damage Inflicted: 3 points

  • Elemental Weakness: When you roll on the Increased Resistance ability's table, roll again for a different result. The sidekick gains a weakness to the second result's damage type. Attacks, effects, or ambient damage that deal this damage type inflict 2 additional points of damage to the sidekick.

  • Mon Variety: Roll or choose one of the following sidekick abilities:

Infinite Variety
Mon can be created and evolved randomly, except for the details of Increased Training and Signature Ability at tiers 2, 4, and 6. As PCs spend time with their mon after they evolve, they'll probably have a good idea for what kind of signature ability the mon might develop.
Matching Damage Types
If a special attack ability seems perfect but deals the wrong damage type, change it to match the sidekick's Signature Attack.
Collecting Mon
If PCs encounter wild mon—even exceptional ones. PCs might also tame multiple mon. The GM sets a reasonable limit for how many mon a PC can maintain, and how many can be simultaneously active as a sidekick.
Règle Optionnelle: Mon Battles and Trainer Cyphers

(OG-CSRD Editorial Addition)

In some settings, mon might be the central actors in combat, while PCs choose foci like Contrôle les Bêtes Sauvages, Aide ses Amis, Apprend Rapidement, or Préfèrerait Lire.

Dyring a mon battle, PCs can't intervene in the fight directly, but might be able to support their sidekick with certain special abilities, as well as rolling for command tasks. Additionally, PCs can use the following cyphers during combat, and the cypher's effects take hold as if the sidekick had used them:

Mon Battle Cyphers
d100Cypher
1–3Antivenin
4–7Renforcement de Zone
8–10Armor breach
11–14Renforcement d'Armure
15–16Renforcement Explosive
17–19Explosion de Célérité
20–21Activateur Contingent
22–30Curatif
31–34Renforcement des Dommages
35–36Vision Nocturne
37–45Effect resistance (roll on the Increased Resistance table for the type of resistance gained)
46–48Effort enhancer (combat)
49–51Gravity denied
52–56Capteur d'Information
57–59Stabilisateur Mental
60–62No take backs
63–64Perfection
65–69Renforcement de Portée
70–72Régénérateur
73–75Repel
76–78Skill boost
79–80Soul saver
81–83Stay down
84–90Stim
91–93Renforcement de Cibler
94–97Intégrateur de Tours
98–00Ailes
Shapeshifter

(OG-CSRD Editorial Addition)

Spellbound

(OG-CSRD Editorial Addition)

  • Creature Type: Spellbound familiars are usually a magical animal of some kind. Some can speak, but only to the associated PC. Some can converse with others. Being a part of magic, such beings naturally understand aspects of it that others struggle with.

  • Niveau: 2

  • Health: 8

  • Damage Inflicted: 3 points of arcane damage

  • Spellbound Repertoire: If the sidekick spends one hour preparing magic, they can fill any of their open cypher slots with subtle cyphers chosen randomly by the GM. This hour can be part of the associated PC's a one-hour or ten-hour recovery roll if you return to your realm of origin the entire time, or the sidekick can do this on their own by spending the same duration to make a Sidekick Recovery Roll). As part of this preparation process, the sidekick can discard any cyphers they carry to make room for more subtle cyphers. Enabler.

  • Skills: Trained in the understanding magic (including the identification operation of magic cyphers and artifacts)

Using Cyphers as Spells
A spellbound sidekick might be a familiar, or the magic ally to a PC with the Dispose d'un Allié Magique focus.
Using Cyphers as Spells
When using this type of familiar, it's worth considering the optional Lancer des Sorts rules, including assigning different spellcasting limits—especially the spells as cyphers and artifacts option. Using this option, a personal cypher deck of pre-selected cypher spells can really speed up the process of drawing new cyphers into the sidekick's repertoire.
Spellbound Sidekicks as a Gateway to Another World
The sidekick might gain Traverse the Worlds (194) as a cypher or artifact, taking the PCs to the magical realm of their origin.
Spirit

(OG-CSRD Editorial Addition)

  • Creature Type: Spirits are incorporeal. They include ghosts, elementals, divine or demonic spirits, and manifested thoughtforms like imaginary friends.

  • Niveau: 2

  • Health: 10

  • Damage Inflicted: 3 points of ambient damage (ignores Armor; damage type is appropriate to the creature type)

  • Needs: The sidekick doesn't need to eat, sleep, or breathe, but might have other needs. Work with the GM to agree what those are.

  • Skills: Specialized in Speed and Might defense rolls due to incorporeality

  • Inability (Inhuman): You have an inability in positive social interactions with most people, sensing their motives, and understanding the emotional or biological needs of others.

Ambient damage ignores physical armor (natural or worn), but not specific Armure that protects specifically against that type of damage, like Increased Resistance.

Kodama

Creature Type
Kodama are wooden nature spirits. While they appear to wear masks, the growth of a face is merely for the benefit of interacting with people they know. Among their own kind, kodama have no need for a face. They are kindly, and are especially fond of music.
Basic Attacks
  • Stinging Nettles. 3 points of ambient poison damage (ignores Armor; short range)
Needs
Access to fertile soil every 1d6 days
Cantrips
Blessings of the Gods
Nature and Health
Fire Vulnerability
Attacks, effects, or ambient damage that deal fire damage ignore the sidekick's armor, and inflict 2 additional points of damage.
Suggested Sidekick Abilities

Imaginary Friend

Creature Type
Sometimes, a child's imaginary friend is brough to life by the wishes or dreams of a child. Imaginary friends usually exist only so long as the child continues to practice an active belief in them, but a rare few manage to reintroduce themselves to the child as an adult.
Basic Attacks
  • Prank. 3 points of ambient arcane damage (ignores Armor)
Needs
The associated PC's belief they exist
Cantrips
Blessings of the Gods
Silence and Trickery
Suggested Sidekick Abilities
  • Tier 1: Invisibility (155) (no cost; always active; the associated PC and others who believe in the sidekick can see them at all times; anyone who cannot see the sidekick also can't hear or understand their words)
  • Tier 2: Misdirect Blame (163) (1 health; can spend 1 additional health to apply a level of Effort)
  • Tier 3: Pay it Forward (168)
  • Tier 4: Apportation (110) (once each day)
  • Tier 5: Improved Apportation (151) (once each day)
  • Tier 6: Undo (195)

Shade

Creature Type
A shade is a ghost—an unliving remnant of another person, whose unfinished business in life prevents them from moving on to the next phase of existence. Most ghosts are obsessives who are so singularly minded about their unfinished business that they all other sense of self.
Basic Attacks
  • Haunting Touch. 3 points of ambient dark matter damage (ignores Armor)
Needs
Attend to unfinished business in life
Cantrips
Blessings of the Gods
Death and Silence
Suggested Sidekick Abilities

Surtling

Creature Type
Basic Attacks
  • Enkindling Touch. 3 points of ambient fire damage (ignores Armor)
Needs
Access to flammable objects
Cantrips
Blessings of the Gods
Fire and War
Suggested Sidekick Abilities

Undine

Creature Type
Basic Attacks
  • Whelm. 3 points of ambient cold damage (ignores Armor)
Needs
Submersion in water once every 1d6 days
Cantrips
Blessings of the Gods
Peace and Water
Suggested Sidekick Abilities

Zephyr

Creature Type
Basic Attacks
  • Fulmination. 3 points of ambient electricity damage (ignores Armor; short range)
Needs
Continuous motion
Cantrips
Blessings of the Gods
Air and Knowledge
Suggested Sidekick Abilities
Symbiote

(OG-CSRD Editorial Addition)

  • Creature Type: Symbiotes are hardy creatures: When symbiotes combine with a host, they transform that host's body into a perfect living weapon, allowing them to do the impossible.

  • Niveau: 3

  • Health: 10

  • Damage Inflicted: 4 points (acid damage)

  • Skills: Specialized in all movement tasks

  • Hardy: The sidekick (and its host) can survive indefinitely without air, water, or food (although it might weaken, and it's not pleasant to do any of these).

  • Merge: As an action, the symbiote can enter a host within immediate range—usually the associated PC—and If the target host is unwilling, the symbiote makes an attack roll, which the target can avoid using their choice of Might, Speed, or Intellect defense. While merged:

    • Lie Dormant. The symbiote can hide within the host undetected—so long as it take no actions.

    • Shared Body. The sidekick and host share the body. Each can use their action to move or take other actions using it.

    • Taking Damage. The symbiote can't be targeted by direct, physical attacks, only the host. If the host dies, the body can sustain the symbiote for 1d20 minutes—or 1d20 hours if it is the associated PC. A dead host is not as effective as a living one, and all tasks the symbiote performs with it are hindered. Any additional damage taken by the body is inflicted on the symbiote instead.

In some settings, symbiotes might also gain gain power shifts at certain tiers, which they either retain on their own, or impart to a host when merged (determined by the GM).

Trickster

(OG-CSRD Editorial Addition)

  • Creature Type: Tricksters are otherworldly beings that enjoy others' confusion, fear, and misery. They include unseelie fey, untrustworthy talking animals, and monsters that lurk in the dark corners of a child's bedroom.

  • Niveau: 2

  • Health: 10

  • Damage Inflicted: 3 points (choose a type of damage that reflects the sidekick's creature type)

  • Skills: Choose two broad skills and one defense task appropriate to your creature type

Tricksters have no patience for those who have caused them—or their associated PC—offense.

Bogey

Creature Type
Bogeys are what go bump in the night, lurking under the beds and inside the closets of easily frightened children with their monstrous features.
Basic Attacks
  • Light Attack. Eased; 2 points of damage
  • Medium Attack. 4 points of damage
Compétences
Specialized in intimidation; trained in Might defense
Cantrips
Suggested Sidekick Abilities

Brownie

Creature Type
Brownies are diminutive fey that—unlike most of their kind—enjoy the hustle and bustle of urban centers as much as the wilderness. They can understand others and speak, and especially enjoy making things, haggling, and making formal agreements with others—but if anyone falls short of their part of a bargain, brownies will stop at nothing to get what they're owed.
Basic Attacks
  • Inexecrable Vulgarity. 2 points of Intellect damage (ignores Armor); short range; the sidekick must be able to speak, and the target must be able to hear the words
Compétences
Trained in deception, persuasion, and Speed defense
Cantrips
Suggested Sidekick Abilities

Mystic Fox

Creature Type
Mystic foxes are mercurial beings who occasionally take an interest in the life of one particular human, appearing—disappearing—without warning. The sidekick can speak and understand the words of others, but only rarely takes interest in the affairs of others.
Basic Attacks
  • Bite. Eased; 2 points of puncturing damage
  • Tail Swipe. 3 points of arcane damage
Compétences
Specialized in running, trained in Intellect defense
Cantrips
Suggested Sidekick Abilities

Nixie

Creature Type
Nixies are troublesome fey who generally prefer solitude. When employed as a sidekick, their powers can elevate even mundane children to legendary heroes.
Basic Attacks
  • Unarmed Strike. Eased; 2 points of bludgeoning damage
  • Zap. 3 points of arcane damage
Compétences
Trained in perception, flying, and Speed defense
Cantrips
Suggested Sidekick Abilities
Sidekick Abilities

(OG-CSRD Editorial Addition)

Each time the associated PC reaches a new tier, the sidekick gains one sidekick ability. Sidekicks can't gain the same ability more than once unless its description says otherwise. The GM decides which abilities are available in the setting, and how they can be obtained. Depending on the sidekick's niche and creature type, the GM might decide they aren't eligible to gain a sidekick ability—for example, a diminutive sidekick probably can't serve as a Trusty Steed.

Roll or choose one of the following sidekick abilities, or work with the GM to come up with an original one:

If a companion is having difficulty keeping up during encounters, the GM might allow the associated PC to purchase additional sidekick abilities for 3 XP.

Règle Optionnelle: Fantastic Sidekick Abilities

(OG-CSRD Editorial Addition)

Fantastic sidekick abilities tread into the supernatural, so they might be important for some settings, and wholly in appropriate for others. Some fantastic sidekick abilities might only available a limited basis, or gained under special conditions determined by the GM, for example:

Roll or choose one of the following fantastic sidekick abilities, or work with the GM to come up with an original one:

Fantastic Sidekick Abilities
d20Fantastic Sidekick AbilitiesSuggested XP Cost
1Gain two random sidekick abilities6 XP
2–5Evolution6 XP
6–7Increased Cypher Use4 XP
8–9Increased Effort4 XP
10–11Increased Level6 XP
12Increased Power10 XP
13Increased Size8 XP
14Increased Threat10 XP
15Instruction4 XP
16Nine Lives10 XP
17–18Signature Attack4 XP
19Signature Ability1 XP
20Share Experience4 XP

Sidekick abilities are also a good way for a GM to modify creatures.

A Listing of Sidekick Abilities

(OG-CSRD Editorial Addition)

Sidekick Evolution
d6Mutation
1The sidekick gains one random beneficial mutation
2The sidekick gains one random beneficial mutation and one random cosmetic mutation
3The sidekick gains one random powerful mutation
4The sidekick gains one random powerful mutation and one random cosmetic mutation
5The sidekick gains one random distinctive mutation
6The sidekick gains one random distinctive mutation and one random cosmetic mutation
Increased Defense
d100Increased Defense
1–33Intellect defense
34–66Might defense
67–99Speed defense
00Roll on the table two more times; the sidekick gains training in both.
Signature Attack
d100Increased Resistance
1–3Bludgeoning
4–6Puncturing
7–9Slicing
10–29Poison (Speed)
30–49Fire
50–59Acid
60–69Cold
70–79Electricity
80–84Arcane
85–89Dark matter
90–94Radiation
95–99Psychic (Intellect)
00Roll on the table two more times; the sidekick's increased resistance applies to both.
Increased Training
d20Increased Training
1–2Assassin Skills (110)
3–4Interaction Skills (155)
5–6Investigative Skills (155)
7–8Knowledge Skills (157)
9–12Physical Skills (170)
13–14Stealth Skills (186)
15–16Travel Skills (193)
17Tech Skills (189)
18Flex Skill (141)
19Multiple Skills (165)
20Improvise (152) (1 health)

If the sidekick gains the Improvise ability from Increased Training, they must pay 1 health to use the ability, as described under Signature Ability.

Signature Attack
d100Signature Attack
1–3Bludgeoning
4–6Puncturing
7–9Slicing
10–29Poison (Speed)
30–49Fire
50–59Acid
60–69Cold
70–79Electricity
80–84Radiation
85–89Arcane
90–93Dark matter
94–97Psychic (Intellect)
98–99Roll on the table two more times; the sidekick's signature attack can inflict either damage type.
00Ambient damage (A cosmic force that ignores Armor)

A good rule of thumb for setting costs is to halve the Pool point cost, and round it up or down. Another good alternative is just to allow the sidekick to use the ability once or twice each day. If Chapitre 9: Capacités feels like a bit too much, consider using ability lists for types, préférences, foci. For some examples of Signature Ability in practice, see the fantastic niches presented earlier in this section.


Covens

Accès Rapide: Covens

Notes de l'Editeur — Covens provide a model for reputation-based progression with all kinds of secret societies, mystic orders, or unique factions.

(It's Only Magic, page 88)

Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a coven grants characters additional abilities, which you gain separately from the standard advancement track. When you join a coven, you start at rank 1 within that coven, and over time can advance to rank 6. Rank is a measurement of your connection to the coven, and doesn't necessarily correspond to your character tier—for example, a high-tier character might have a low rank in their coven. However, your coven rank cannot exceed your character tier.

The primary magical benefit of joining a coven is gaining access to its spells: a set of character capacités spéciales that all members (of the required rank) can use. These spells are usually tailored to the coven's interests and purpose, and are sorted by rank from 1 to 6. Because a character's rank within a coven starts at 1 when they join, a new member of a coven has access to the coven's rank 1 spell. When the character advances to rank 2, they immediately gain access to the coven's rank 2 spell, and so on.

You can think of covens as similar to préférences, in that they allow the GM and players to modify characters with abilities. Unlike choosing an ability from a flavor, a character doesn't have to trade away or swap anything to choose or use a coven spell—they have access to these spells automatically according to their rank in the coven. For example, if the rank 1 spell for the Benevolent Bakers uses the Resist the Elements ability (handy for working over a hot stove all day), any character who joins the Benevolent Bakers automatically gains Resist the Elements, without having to spend extra XP to learn it or trade away a type ability for it.

It's possible for a character to belong to multiple covens, as long as the covens don't have opposed goals. Characters advance their rank in each coven separately, so a particular character might be rank 1 in the Chronographers and rank 3 in the Foretellers.

If a character leaves or is removed from their coven, they immediately lose access to all of that coven's spells.

For magician NPCs in a coven, the GM can assume that their rank is equal to their NPC level (with a maximum of 6).

Joining a Coven

(It's Only Magic, page 88)

Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven's goals and living in accordance with its values. The ritual is a demonstration of dedication to the coven's purpose, and varies in difficulty accordingly. Characters receive their talisman once the ritual is complete.

Coven Talismans

(It's Only Magic, page 89)

A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven. Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers' talismans might include a necklace, a pin, and a keychain, all with the same whisk design.

Coven talismans are a type of artifact, with a level equal to the character's rank within the coven and a depletion of "—." The talisman is what allows the character to use their coven abilities; if the talisman isn't on the character's person or within short range, all of the character's coven magic is hindered by two steps. When a person advances within the coven, the talisman's appearance may change to reflect this. While these talismans don't require a depletion roll with each use, a character's coven talisman automatically depletes if they break from the coven.

Advancing Within a Coven

(It's Only Magic, page 89)

Advancing within a coven is a separate matter from advancing a character. In fact, coven advancement is more similar to a long-term benefit of spending XP. Coven advancement should occur after a character has learned, discovered, or achieved something that aligns with the coven's mission and values.

To advance within the coven, the player spends 3 XP. Characters may mark the occasion with a celebration or let it pass quietly.

Spending XP to advance a character's rank in a coven does not count as one of the four character advancements needed to reach a higher tier.

Breaking From a Coven

(It's Only Magic, page 89)

If a character wishes to leave a coven, they relinquish their coven talisman and lose access to their coven abilities. But a character can also break from their coven by behaving in opposition to its values—such as if a Benevolent Baker were to knowingly poison someone. This causes their coven talisman to become depleted, meaning that they can no longer use their coven abilities.

To restore their place in the coven, a disgraced character must begin by making amends with the other members. They then take their coven talisman to an epicenter and perform a ritual with a difficulty equal to their former coven rank. Upon completing the ritual, they regain that rank within the coven and can access spells accordingly.

Forming a New Coven

(It's Only Magic, page 89)

Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following:

Selecting Coven Abilities

(It's Only Magic, page 89)

Coven abilities are chosen by the GM and players. To start, they need to decide the rank 1 ability. They can determine the rank 2 ability when at least one character is ready to advance within the coven. In a longer campaign, selecting abilities on an ongoing basis—rather than choosing them all at once—means that the players can choose their next coven ability based on what obstacles they expect their characters to face.

Chapitre 9: Capacités divides abilities by both category and power level, which is helpful in narrowing down your options. Choose a low-tier ability for ranks 1 and 2, a mid-tier ability for ranks 3 and 4, and a high-tier ability for ranks 5 and 6.

Because covens form around unifying goals and principles, coven abilities should stack upon each other wherever possible. A coven of entomologists learning to summon and control leaf bugs might progress from Influence Swarm at rank 1 to Control Swarm at rank 2, Call Swarm at rank 3, and so on, eventually reaching Insect Eruption at rank 6. Don't be afraid to be specific! Joining a coven gives characters the opportunity to become experts in a narrow field.

If a pre-existing ability doesn't capture what the players and GM are looking for, the GM is always free to create new ones. To return to the example of the Benevolent Bakers, no abilities in Chapitre 9: Capacités specifically pertain to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.


Chapitre 12 Experience Points

Accès Rapide: Experience Points

(Cypher System Rulebook, page 237)

Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are earned during a game session, and sometimes they're earned between sessions. In a typical session, a player might earn 2 to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.


GM Intrusion

(Cypher System Rulebook, page 237)

At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).

Often, the GM intrudes when a player attempts an action that should be an automatic success. However, the GM is free to intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or twice each session per character.

Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don't get the 2 XP. If the player has no XP to spend, they can't refuse.

If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.

For much more on GM intrusions, see Chapitre 25: Running the Cypher System.


Arcs de Personnage

(Cypher System Rulebook, page 238)

Character arcs are the means by which players can invest themselves more in great stories and character depth and development.

Just like in a book or a television show, characters progress through their own personal story and change over time. A PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a character, and by progressing toward that goal, the character advances. The key word there is progressing. A PC doesn't have to succeed at achieving the goal to earn advancement—it's not an all-or-nothing prospect. Each arc is keyed to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole group participates in, while also progressing in their own personal arc.

Character arcs have different steps that mark the character's progress through the arc. Each arc eventually reaches a climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character arcs are the most straightforward way that a character earns XP.

Typically, PCs will earn about half their total experience points from arcs or other GM awards.

At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not choose one, but it's probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they'll undoubtedly have (at least one) more because they can gain new arcs as the campaign progresses.

Once play begins, players can take on a new arc whenever they wish, as fits the character's ongoing story. Taking a new arc has a cost of 1 XP. While there's no hard limit on how many arcs a character can have at one time, realistically most PCs couldn't reasonably have more than three or four.

However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character's devotion to the goal. The character will earn this investment back (probably many times over) if the arc is completed.

Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative often present story arc opportunities and inspire character arcs for the PCs. It's certainly in the GM's purview to suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on the student, the player doesn't have to adopt the Instruction arc unless they want to.

At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.

When in doubt, if one character accomplishes a step in their arc but another character does not, the first character should get the 2 XP reward, but the other character should probably still get, at minimum, 1 XP for the session.

This chapter presents many sample character arcs (see below).


GM Awards

(Cypher System Rulebook, page 238)

Sometimes, a group will have an adventure that doesn't deal primarily with a PC's character arc. In this case, it's a good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also include a new significant aspect of a setting, such as a secret organization, a new religion, and so on.

It can also mean finding a new procedure or device (something too big to be considered a piece of equipment) or even previously unknown information. This could include a source of magical power, a unique teleportation device, or the cure for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand and put to use.

Last, depending on the GM's outlook and the kind of campaign the group wants to play, a discovery could be a secret, an ethical idea, an adage, or even a truth.

It's a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about it? If so, it's probably a discovery.

Experience point awards for artifacts should usually apply even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.


Spending Experience Points

(Cypher System Rulebook, page 239)

Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM can require them to spend some.

Generally, experience points can be spent in four ways: immediate benefits, short- and medium-term benefits, long-term benefits, and avancement du personnage.

Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to explain a change in a character's capabilities that occurred in the course of the story, such as if the PC made a new device or learned a new skill, isn't a waste of XP—it's what XP are for.

Accès Rapide: Spending Experience Points

(OG-CSRD Editorial Addition)

Depending on the setting, the GM might not allow all the listed uses for XP included in this table.

Uses for XP
Cost Uses
1 XP
2 XP
3 XP
4 XP
10 XP
Immediate Benefits

(Cypher System Rulebook, page 239)

The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn't make. This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this can quickly become an expensive proposition. It's a fine way to try to prevent disaster, but it's not a good idea to use a lot of XP to reroll a single action over and over.

A player can also spend 1 XP to refuse a intrusion de la Meneuse.

Notes de l'Editeur — For more in GM intrusions and rerolls, see Intrusion Through Player Rolls.

Short- and Medium-Term Benefits

(Cypher System Rulebook, page 239)

By spending 2 XP, a character can gain a compétence—or, more rarely, an ability—that provides a short-term benefit. Let's say a character notices that the computer terminals in the facility they're infiltrating are similar to those used by the company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the facility, but nowhere else.

Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they've been in the mountains for a while and say that they've picked up the feel for climbing there. Either way, from now on, they're trained in climbing in those mountains. This helps them now and any time they return to the area, but they're not trained in climbing everywhere.

This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP to become trained in a skill.) It's also a way to gain a new skill even if the PC has already gained a new skill as a step toward attaining the next tier.

In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special ability, or a special mental power—for a short time, usually no longer than the course of one scenario. The player and the GM should agree on a story-based explanation for the benefit. Perhaps the ability has a specific rare requirement, such as a tool, a battery, a drug, or some kind of treatment. For example, a character who wants to explore a submerged location has several biotech enhancements, and they spend 2 XP to cobble together a device that lets them breathe underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for only eight hours. Again, the story and the logic of the situation dictate the parameters.

Long-Term Benefits

(Cypher System Rulebook, page 239)

In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.

Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to have some narrative control over the story. In the course of play, a player might decide that their character gains a friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over what they've gained, and it shouldn't be easily taken away. The player should help come up with the details of the contact or the design of their home.

It's also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron, or maybe the character inherits the home from a relative. However, because these came from the GM and not the player (and no XP were spent), the player has no narrative control over them and the GM makes up the details.

Long-term benefits can include the following.

GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a location for two months to learn the inhabitants' unique language, the GM might award the character a few XP, which are then immediately spent to grant them the ability to understand and speak that language.


Avancement de Personnage

(Cypher System Rulebook, page 240)

Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each can be purchased only once per tier. In other words, a PC must buy all four steps and advance to the next tier before they can buy the same steps again.

Once you're specialized in a skill, you can't improve your training in that skill further (you can ease a task by up to two steps with training). You can still make that task easier with atouts and a few rare abilities that don't count as an asset or training.

Optional Character Advancements

(OG-CSRD Editorial Addition)

If the GM employs optional rules, the following character advancements might be available.

Equal Advancement

(Cypher System Rulebook, page 240)

It's worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that equal advancement isn't an important issue in the Cypher System, but people should get to play the game the way they want to play it.

Tier Advancement in the Cypher System

(Cypher System Rulebook, page 240)

Tiers in the Cypher System aren't entirely like levels in other roleplaying games. In the Cypher System, gaining tiers is not the players' only goal or the only measure of achievement. Starting (first-tier) characters are already competent, and there are only six tiers. Character advancement has a power curve, but it's only steep enough to keep things interesting. In other words, gaining a new tier is cool and fun, but it's not the only path to success or power. If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who spends their points on long-term benefits, but you will not be "behind" that character.

The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might decide that XP earned during a game is to be spent on immediate and short- and medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character advancement (long-term uses).

Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and the characters, not just a bookkeeping hassle.

Règle Optionnelle: XP Advance

(OG-CSRD Editorial Addition)

This section is based on Getting an XP Advance (232) in the Cypher System Rulebook.

In games where it's not as important if the PCs share the same overall power grade, the GM might give a PC additional XP, which they can use to gain additional benefits. The following table provides suggests a framework for how the GM might assign costs for benefits purchased with an XP advance:

XP Advance Benefits
XP Advance Benefit
1–2 XP
  • Low-tier ability, including Improved Edge
  • +2 points to divide among your stat Réserves however you wish
  • Training in one broad skill (other than attacks or defense)
  • Training in two narrow skills (other than attacks or defense)
  • Cantrips (choose any four)
3–4 XP
5–6 XP

A PC using this option usually gains an appropriate complication, which the GM decides is either permanent, or lasts until the XP advance is paid off as a debt, or the completion of an appropriate character arc.

XP Advance Complications
Complication 4–10 XP 11–20 XP
Burden The PC has a harmful mutation or complex relationship with another NPC or organization that regularly requires their attention. The PC is constantly accompanied by their troublesome relation, and must frequently attend to them instead of taking other actions.
Condition Once each session, the GM can make a free intrusion de la Meneuse, which the PC cannot pay XP to avoid. The effects last up to an hour. The PC is deaf, blind, has a significant disability, or a debilitating addiction.
Fugitive The PC is wanted by authorities and must avoid unnecessary attention. Powerful NPCs plot to capture or kill the PC, and occasionally show up to do just that.
Inability The PC gains an inability with an important kind of attack, defense, or movement skill. The PC will die in the course of the story, probably at the worst possible moment.
Maintenance The PC regularly requires something specific to sustain themselves. If delayed or disrupted, their abilities become unavailable, unreliable, or unpredictable. If the PC doesn't sustain themself, they move down one step on the damage track (which cannot be ignored by capacités spéciales like Ignore the Pain).
Oppression All interaction tasks are hindered, and the PC is sometimes treated with disgust or contempt by NPCs. All combat tasks are also hindered.

These examples are not exhaustive, and might not be appropriate for every game or setting. For more ideas on balancing an XP advance with a complication, see Drawbacks and Penalties and Conditions in Old Gus' Daft Drafts.

Règle Optionnelle: Starting at Tier 0

(OG-CSRD Editorial Addition)

This optional rule allows the GM to start the game with less powerful PCs. If you are playing tier 0 PC, start by selecting a descripteur and type (and perhaps a flavor) for your PC.

Tier 0 Stat Pools by Type
Stat Adepte Explorateur Emissaire Guerrier
Puissance 7 10 8 10
Célérité 9 9 9 10
Intellect 12 9 11 8
Advancing to Tier 1

Advancing to tier 1 involves four steps. Each step costs 4 XP. The steps cans be purchased in any order.

Règle Optionnelle: Slower Advancement

(OG-CSRD Editorial Addition)

The following options allow the GM to slow the rate of avancement du personnage and change the nature of XP as a currency.

Increased Advancement Costs by Tier
PC Tier Character Advancement Cost XP Limit
Tier 1 4 XP 10 XP
Tier 2 5 XP 10 XP
Tier 3 6 XP 11 XP
Tier 4 7 XP 11 XP
Tier 5 8 XP 12 XP
Tier 6 9 XP 12 XP
Règle Optionnelle: Advancing Beyond Tier 6

(OG-CSRD Editorial Addition)

This section is based on Tiers Above Sixth in the 2015 Cypher System Rulebook (234). Challenging PCs above sixth tier probably involves really impossible tasks.

After reaching sixth-tier, if the GM allows it, you can continue to spend XP to purchase the following character advancements. After purchasing four advancements, instead of advancing to a new tier, you gain one special ability of your choice from your type or focus. The GM might also assign additional benefits instead of tier advancement, for example, advancing a second focus by one tier and gaining its associated special abilities, or making a choice from a list of power shifts or posthuman upgrades.

Règle Optionnelle: Fantastic Transformations

(OG-CSRD Editorial Addition)

These optional rules allow GMs to create dramatic tension by giving PCs a weaker, mundane form, and a second, dramatically more powerful fantastic form. These PCs might lead a double life, and be pushed to their limits to maintain a balance between their normal life and their fantastic exploits—as the two worlds inevitably collide or otherwise come into conflict. If you enjoy these rules, consider purchasing Unmasked.

GMs and players should establish the nature or source of the transformations, and come up with a good description of each PC's transformation. Possible themes for fantastic forms include:

To accomplish this, create character sheets for each form as follows:

Mundane Form

First, create your mundane form. This is probably how you spend most of your time, and what most people would consider your "real life"—going to school or work, maintaining relationships with friends, family, or loved ones, and dealing with day-to-day happenings.

Alternatively, use the character generation method outlined in Old Gus' Daft Drafts — Chapitre 8: Gritty Rules Modules for PCs' mundane forms and advancement.

Fantastic Form

When your transform, you become a far more powerful being. Assuming your fantastic form usually requires an action, but the GM might set additional requirements, including (but not limited to) some combination of the following:

Fantastic forms start out as standard tier 1 PC, and gain character advancements by spending 4 XP. The GM decides which character options are available to PCs' fantastic forms, as outlined in the Campaign Design Checklist—some settings will need to be more restrictive than others.


Sample Character Arcs

Accès Rapide: Character Arcs

(Cypher System Rulebook, page 241)

The rest of this chapter presents sample arcs de personnage for PCs. The writeup of each arc describes the parts involved in progressing through the arc:

Within the arc, most of the time a part is probably optional, depending on the situation—although it's hard to envision most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the resolution can be done in any order.

Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is true, then it's not really a character arc. You can't, for example, use the Creation arc to guide you through something you can make in an hour or two.

The following are common character arcs that you can choose for your character. If you and the GM want to make a new one, it should be fairly easy after looking through these models.

This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It's up to the players and the GM to make the details fit.

Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP. If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.


Aid a Friend

(Cypher System Rulebook, page 242)

Someone needs your help.

When a PC friend takes a character arc, you can select this arc to help them with whatever their arc is (if appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do.

It's difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help.

The cost and rewards for a character with this arc are the same as those described in the original character arc.

Assist an Organization

(Cypher System Rulebook, page 242)

You set out to accomplish something that will further an organization. You're probably allied with them or they are rewarding you for your help in some fashion.

Avenge

(Cypher System Rulebook, page 242)

Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone's death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.

Birth

(Cypher System Rulebook, page 242)

You are becoming a parent.

The Birth character arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways.

This arc is usually followed by the Raise a Child arc.

Build

(Cypher System Rulebook, page 243)

You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn't have to be physical construction. You might build something with spells or other supernatural abilities.

Cleanse

(Cypher System Rulebook, page 243)

Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.

Creation

(Cypher System Rulebook, page 244)

You want to make something. This might be a magic item, a painting, a novel, or a machine.

Defeat a Foe

(Cypher System Rulebook, page 244)

Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn't always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.

Defense

(Cypher System Rulebook, page 244)

A person, place, or thing is threatened, and you want to protect it.

Develop a Bond

(Cypher System Rulebook, page 244)

You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.

Enterprise

(Cypher System Rulebook, page 245)

You want to create and run a business or start an organization. Maybe you're a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You'll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.

Establishment

(Cypher System Rulebook, page 245)

You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.

Explore

(Cypher System Rulebook, page 245)

Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.

Fall from Grace

(Cypher System Rulebook, page 245)

This is an odd character arc in that it's (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It's important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn't orchestrated by someone else—it's all your own doing.

Finish a Great Work

(Cypher System Rulebook, page 246)

Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.

Growth

(Cypher System Rulebook, page 246)

Willingly or unwillingly, you are going to change. This is another meta arc. It's less about a goal and more about character development. While it's possible that the growth involved is intentional, in most people's lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.

Instruction

(Cypher System Rulebook, page 246)

You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs).

Join an Organization

(Cypher System Rulebook, page 247)

You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.

Notes de l'Editeur — Covens provide a model for reputation-based progression with all kinds of secret societies, mystic orders, or unique factions.

Justice

(Cypher System Rulebook, page 247)

You try to right a wrong or bring a wrongdoer to justice.

Learn

(Cypher System Rulebook, page 247)

You want to learn something. This isn't the same as the Uncover a Secret arc, in which you're looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it's not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.

Master a Skill

(Cypher System Rulebook, page 247)

You're skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.

Mysterious Background

(Cypher System Rulebook, page 247)

You don't know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that's a common theme in this kind of arc. You want to know where you come from—there's some kind of mystery in your past.

New Discovery

(Cypher System Rulebook, page 248)

You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you've never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You've got to do it on your own.

Raise a Child

(Cypher System Rulebook, page 248)

You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.

Recover from a Wound (or Trauma)

(Cypher System Rulebook, page 248)

You need to heal. This isn't just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.

Redemption

(Cypher System Rulebook, page 248)

You've done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.

Repay a Debt

(Cypher System Rulebook, page 248)

You owe someone something, and it's time to make good.

Rescue

(Cypher System Rulebook, page 249)

Someone or something of great importance has been taken, and you want to get them or it back.

Restoration

(Cypher System Rulebook, page 249)

You're down but not out. You want to restore your good name. Recover what you've lost. Rebuild what has been destroyed. You've fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.

Revenge

(Cypher System Rulebook, page 249)

Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn't about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it's personal. Otherwise, use the Justice arc.

Romance

(Cypher System Rulebook, page 249)

You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you're just interested in a relationship in general.

Notes de l'Editeur — For more on including romance in games, see Chapitre 17: Romance, and consider downloading the free Consent in Gaming, or Love and Sex in the Ninth World products from Monte Cook Games.

Solve a Mystery

(Cypher System Rulebook, page 249)

Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It's not about practice or study, but about questions and answers. In theory, the mystery doesn't have to be a crime. It might be "Why is this strange caustic substance leaking into my basement?"

Theft

(Cypher System Rulebook, page 250)

Someone else has something you want.

Train a Creature

(Cypher System Rulebook, page 250)

You want to domesticate and train an animal or other creature. While the beast doesn't need to be wild, it must not already be domesticated and trained.

Transformation

(Cypher System Rulebook, page 250)

You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.

Uncover a Secret

(Cypher System Rulebook, page 250)

There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.

Undo a Wrong

(Cypher System Rulebook, page 250)

Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing.

This is different from the Justice arc because this isn't about justice (or even revenge)—it's about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.


Part 3 Genres

Notes de l'Editeur — The Cypher System can be used to play in many settings. This part provides additional information and rules for fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres. While it is tempting to see these genres as separate from one another, this is often not the case in actual storytelling practice. You might want to use horror elements in a fantasy or science fiction game at times, or you might be interested in running a tale of historical romance!


Chapitre 13 Fantasy

Accès Rapide: Fantasy

(Cypher System Rulebook, page 252)

Pour ce qui nous intéresse, la fantasy est tout genre qui a de la magie, For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a completely new world not our own. Big fantasy epics like those penned by J. R. R. Tolkien (hence the name), C. S. Lewis, George R. R. Martin, Stephen R. Donaldson, David Eddings, Ursula K. Le Guin, and others are indicative of this genre. It usually involves swords, sorcery, nonhuman species (such as elves, dwarves, helborn, and half-giants), and epic struggles.

Of course, fantasy might also involve the modern world, with creatures of myth and sorcerers dwelling among us. It might involve mythic traditions of any number of cultures (elves, dwarves, and the like, usually being decidedly European) or bear little resemblance to anything on Earth, past or present. It might even involve some of the trappings of science fiction, with spaceships and laser guns amid the wizardry and swords (this is often called science fantasy).

Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards, ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world's distant past, like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It's the prevalence of those elements.

The point is, there are many, many types of fantasy.


Options de Personnage de Fantasy

Accès Rapide: Options de Personnage de Fantasy

Certaines de ces options recommandent d'échanger une capacité de type avec une capacité provenant de préférences de personnage comme le combat, la magie, ou la furtivité.

Notes de l'Editeur — En fonction du cadre de campagne, les Foci de MAgie Moderne, les Préférences de Magie Moderne, ou les options présentées dans le Old Gus' Daft Drafts pourraient aussi être pertinentes.

Alchimiste

(Godforsaken, page 20)

Dans le sens où un alchimiste est quelqu'un qui fabrique des objets magiques ou des choses similaires, Adepte et Explorateur sont des choix de type appropriés pour les alchimistes universitaires. Pour un alchimiste général qui fabrique des potions aux effets magiques, choisissez le Focus Maîtrise les Sortilèges (au lieu de sorts, vous apprenez des potions). Pour celui qui se transforme en une créature puissante et dangereuse, choisissez Hurle à la Lune. Pour celui qui aime lancer des bombes, choisissez Se Revêt d'un Halo de Feu.. Pour un guérisseur, choisissez Fait des Miracles.

Assassin/Espion

(Godforsaken, page 20)

Explorateur et Guerrier sont de bons choix de type pour un personnage assassin. Les foci appropriées sont Maîtrise l'Armement, Bouge comme un Chat, Assassine, et Rôde dans les Bas Quartiers.

Barbare

(Godforsaken, page 20)

Un personnage barbare est probablement un Guerrier ou (pour se concentrer un peu plus sur les compétences que sur le combat) un Explorateur. Les bons Foci parmi lesquels choisir sont Vit dans la Nature Sauvage, Maîtrise l'Armement, N'a pas Besoin d'Arme, Ne S'Avoue Jamais Vaincu, Accompli des Prouesses de Force, et Se Met en Rage.

Barde

(Godforsaken, page 20)

Les bardes dans la fiction et les jeux fantastiques sont des troubadours, des ménestrels et des conteurs, avec peut-être un élément surnaturel. Les bardes sont généralement des Explorateurs ou des Emissaires. Les foci appropriées sont Divertit, Aide ses Amis, Se Cache dans les Ombres, et Maîtrise les Sortilèges.

Clerc ou Prêtre

(Godforsaken, page 20)

Les prêtres académiques sont généralement des Adeptes ou des Emissaires, mais les prêtres martiaux sont souvent des Guerriers (peut-être avec une préférence de magie). Pour un clerc typique doté d'un ensemble polyvalent de capacités, choisissez le Focus Canalise les Bénédictions Divines.

Druide

(Godforsaken, page 21)

En tant que catégorie très spécifique de prêtre de la nature, un personnage druide est généralement un a href="#type-adept">Adepte ou un Explorateur (dans les deux cas utilisant probablement la préférence de magie). Un druide typique a probablement pour Focus Canalise les Bénédictions Divines ou Vit dans la Nature Sauvage mais pour des options plus spécifiques, voir les foci suivants:

Combattant

(Godforsaken, page 21)

Les combattants sont presque toujours du type Guerrier, mais certains sont des Explorateurs.. Un combattant typique a probablement un focus comme Maîtrise l'Armement or Porte une Arme Enchantée. Pour des options supplémentaires basées sur le choix d'un rôle de combat spécifique, voir ce qui suit:

Pistolero

(Godforsaken, page 21)

Un pistolero est probablement un Guerrier ou un Explorateur, mais certains peuvent être des Emissaires avec une préférence de combat. Les foci appropriées sont A le Droit de Porter une Arme à Feu, Maîtrise l'Armement, A Navigué sous Pavillon Pirate, et Porte une Arme Enchantée.

Inquisiteur

(Godforsaken, page 21)

Les inquisiteurs sont généralement des Explorateurs, des Emissaires, ou des Guerriers, selon qu'ils ont tendance à posséder de nombreuses compétences, à être doués pour interagir avec les gens ou à combattre. Les foci appropriées sont Se Cache dans les Ombres, Rend la Justice, et Opère sous Couverture.

Marchand

(Godforsaken, page 21)

Un Explorateur spécialisé dans les interactions sociales, comme Divertit ou Dirige, ferait un bon personnage marchand, mais le choix le plus évident serait un Emissaire.

Moine ou Pratiquant des Arts Martiaux

(Godforsaken, page 22)

En tant que maîtres du combat à mains nues, les moines sont généralement des Guerriers ou des Explorateurs (avec peut-être une préférence de combat). Les foci appropriées sont les Combat avec Panache, N'a pas Besoin d'Arme, et Lance avec une Précision Mortelle.

Paladin/Chevalier/Parangon

(Godforsaken, page 22)

En tant que guerriers sacrés mêlant prouesses martiales et magie, les paladins sont généralement des Guerriers ou des Explorateurs (dans les deux cas, peut-être modifiés avec la préférence de magie). Les bons Focus pour ce type de personnage incluent Garde le Passage, Défend les Faibles, Rend la Justice, Tue les Monstres, et Porte une Arme Enchantée.

Ranger

(Godforsaken, page 22)

Les Rangers mélangent combat et compétences, et sont donc généralement des Explorateurs (peut-être avec une préférence de combat) or Guerriers (peut-être avec une préférence de compétences et de connaissances). Les foci appropriées sont Contrôle les Bêtes Sauvages, Chasse, Vit dans la Nature Sauvage, Tue les Monstres, Lance avec une Précision Mortelle, et Se Bat avec Deux Armes à la fois.

Roublard ou Voleur

(Godforsaken, page 22)

La plupart des personnages de type voleur sont des Explorateurs, mais un voleur axé sur l'interaction pourrait facilement être un Emissaire (peut-être avec une préférence de furtivité). Les foci appropriées sont Explore des Endroits Sombres, Se Bat Sans Respecter de Règle, Chasse, Se Cache dans les Ombres, Est Recherché par la Loi, Bouge comme un Chat, A Navigué sous Pavillon Pirate, et Rôde dans les Bas Quartiers.

Sorcier

(Godforsaken, page 22)

Les sorciers, dans notre cas, sont des mages qui ont des capacités magiques inhérentes (par opposition aux magiciens, qui étudient longuement et durement pour obtenir leurs sorts). La plupart des sorciers sont des Adeptes, mais certains sont des Explorateurs ou des Emissaires. Le focus Maîtrise les Sortilèges donne à un sorcier typique un ensemble efficace de capacités, et la plupart des choix de foci fournissent un ensemble thématique de sorts. Pour les sorciers de diverses lignées magiques, consultez ce qui suit:

Escroc ou Arnaqueur

(Godforsaken, page 20)

Ces gens intelligents sont généralement des Emissaires, bien qu'ils puissent être des Adeptes s'ils sont très magiques (ou des Explorateurs s'ils ne sont pas magiques du tout). Les choix de Foci incluent Se Bat Sans Respecter de Règle, Rôde dans les Bas Quartiers, or Divertit.

Mage de Guerre

(Godforsaken, page 20)

Pour ces personnages inhabituels qui utilisent un mélange d'attaques avec des armes et de sorts, incarnez un Guerrier à préférence de magie, un Adepte avec une préférence de combat, ou un Explorateur avec une préférence de magie. Les foci appropriées incluent Combat avec Panache, Maîtrise l'Armement, and Porte une Arme Enchantée.

Notes de l'Editeur — Cette description corrige une erreur d'impression d'un type "Expert" inexistant.

Démoniste ou Occultiste

(Godforsaken, page 20)

Pour les besoins de cette liste, les Démonistes et les Occultistes sont des mages qui acquièrent des pouvoirs magiques grâce aux pactes qu'ils concluent avec des entités d'un autre monde. La plupart des démonistes sont des Adeptes, mais les Explorateurs et les Emissaires (peut-être avec une préférence de magie) peuvent être des options intéressantes. Les foci intéressants pour un occultiste incluent Manipule la Matière Noire, Dispose d'un Allié Magique, Maîtrise l'Essaim, Peut Séparer son Esprit de son Corps, et A été Choisi(e), mais aussi (en fonction de l'entité et du pacte) la plupart des foci des Sorciers et des Magiciens fonctionnent tout aussi bien.

Mage du Chaos

(Godforsaken, page 20)

Ceux qui utilisent la magie sauvage ou chaotique sont généralement des Adeptes, mais un amateur peut être un Explorateur ou un Emissaire avec la préférence de magie. Le meilleur Focus qui convient à ce thème est Utilise la Magie Sauvage.

Magicien

(Godforsaken, page 20)

Pour les besoins de cette liste, les magiciens étudient longuement les connaissances magiques pour apprendre les méthodes de lancement de sorts (contrairement aux sorciers, aux démonistes, etc.). Les magiciens sont généralement des Adeptes, mais un magicien orienté vers la personne pourrait être un Emissaire (peut-être avec la préférence de magie). Pour un Magicien généraliste qui possède une variété de sorts, choisissez le focus Maîtrise les Sortilèges focus. FPour des types plus spécifiques de Magiciens, consultez ce qui suit:


Descripteurs d'Espèces en Fantasy

Accès Rapide: Espèces en Fantasy

(Cypher System Rulebook, page 258)

Dans des cardres de campagne de haute Fantasy ("high fantasy", Certaines Meneuses peuvent souhaiter que les nains et les elfes soient mécaniquement différents des humains. Vous trouverez ci-dessous des possibilités de comment cela peut être mis en oeuvre.

Notes de l'Editeur — La section Espèces en tant que Descripteur est intéressante à consulter avant de décider ce qui fonctionnera le mieux pour votre jeu.

Peuple-Chat

(Godforsaken, page 87)

Vous êtes indubitablement félin. Votre peuple a de la fourrure; des grandes oerilles pointues; des dents aiguisées et des griffes; et même une queue. Vous êtes agile, gracieux, et rapide. En tant que membre d'une culture ancienne et sophistiquée, votre peuple a ses propres langages, ses coutumes, et ses traditions développées dans un isolement relatif au cours des siècles. Ni conquérants, ni conquis, le succès de votre société est venu du fait que vous avez laissé la plupart des autres de côté. En tant que peuple, vous ne vous impliquez presque jamais dans des guerres ou des affaires similaires, ce qui a donné aux autres cultures l'idée que vous êtes distant, inaccessible ou mystérieux. Tant qu'ils vous laissent tranquille, ce qu'ils pensent vous convient.

Vous ajoutez les caractéristiques suivantes:

  1. Vous êtes curieux de ce que les autres PJs faisaient.
  2. Vous aviez besoin de partir de la ville, et les PJs allaient dans la même direction que vous.
  3. Vous étiez intéressé à faire des affaires, et les autres PJs semblaient avoir une piste pour cela.
  4. Cela semblait un peu dangereux et donc amusant.
Draconnien

(Godforsaken, page 87)

Vous avez des écailles, des crocs, des griffes et de la magie—dons des dragons. Vous pourriez être né de parents draconnien, avoir été transformé volontairement lors d'une cérémonie magique, ou bien choisi par un dragon pour être son héritier ou son champion. Vous avez une grande destiné qui vous attend, mais c'est à vous de décider si vous la faites votre ou si vous vous opposez à la volonté de ceux qui ont fait de vous ce que vous êtes. Certaines personnes se défient ou ont peur de vous, tandis que d'autres vous considèrent comme un prophète ou souhaitent exploiter votre pouvoir pour leurs propres desseins.

Vous ajoutez les caractéristiques suivantes:

  1. Vous croyez que les autres PJs peuvent vous aider à résoudre un mystère à propos de votre héritage.
  2. Vous aviez besoin de partir de la ville, les les PJS allaient dans la même direction que vous.
  3. Votre créateur, maître, ou mentor vous a demandé d'aider les PJs.
  4. Vous voulez vous faire un nom par vous-même, et les autres PJs semblent compétents et pourraient vous y aider.
Nain

(Cypher System Rulebook, page 258)

Vous êtes trapu, large d'épaules, barbus et vous venez des montagnes ou des collines. Vous avez la tête aussi dure que la pierre dans laquelle les nains creusent leurs deeures sous les montagnes. La tradition, l'honneur, la fierté dans l'artisanat et l'art de la guerre, ainsi qu'une bonne appréciation des richesses cachées sous les racines du monde font parti de votre héritage. Ceux qui vous veulent du mal devraient se méfier de votre colère. Quand on fait du mal aux nains, ils n'oublient jamais.

Vous ajoutez les caractéristiques suivantes:

  1. Vous avez trouvé les PJs en train d'errer dans un labyrinthe de tunnels et vous les avez guidé vers la surface.
  2. Les PJs vous ont recruté pour creuser une entrée d'une ruine ancienne enterrée.
  3. Vous traquiez les voleurs de la tombe de l'un de vos ancètres et vous vous êtes apperçu que c'était les PJs. Au lieu de les tuer, vous vous êtes join à eux.
  4. Avant que les nains s'installent quelque part, ils ont besoin de voir le monde.
Elfe

(Cypher System Rulebook, page 258)

Vous hantez les forêts et les royaumes cachés dans la nature, comme votre peuple depuis des millers d'années. Vous êtes la flèche dans la nuit, l'ombre dans la clairière, et le rire dans le vent. En tant qu'elfe, vous êtes mince, rapide, gracieux, et avez une grande espérance de vie. Vous vous arrangez avec les tristesses de vivre bien plus longtemps que d'autres mortels avec des chansons, du vin, et la contemplation de la beauté de voir grandir les choses, particulièrement les arbres, qui peuvent vivre bien plus longtemps que vous.

Vous ajoutez les caractéristiques suivantes:

  1. Avant de tirer une flèche sur les envahisseurs de la forêt, vous les avez décidé de leur parler et avez rencontré les PJS, qui étaient impliqué dans une quête importante.
  2. Votre coeur se languissait de rivages lointains, et les PJs vous ont proposé de venir avec eux vers des nouveaux pays.
  3. Votre maison a été brûlée par des étrangers venant d'ailleurs, et vous avez rencontré les PJs sur le chemin de la piste des assaillants.
  4. Une aventure se profilait et vous ne vouliez pas être laissé derrière.
Gnome

(Godforsaken, page 88)

Vous êtes curieux et aimez découvrir des façons de transformer des objets trouvés en œuvres d'art, outils ou armes. Vous êtes peut-être sculpteur, forgeron, artiste, chef, conteur ou inventeur. L'alchimie, la magie et l'ingénierie vous fascinent. D'autres personnes peuvent vous voir comme un étrange mélange d'elfe amoureux de la nature et de nain obsédé par l'artisanat, mais vous et les vôtres êtes des personnes uniques passionnées par la vie, l'exploration et la création.

Vous ajoutez les caractéristiques suivantes:

  1. Vous pensez qu'un objet ou un matériau que vous recherchez peut être trouvé là où se rendent les autres PJs.
  2. Vous avez été recruté en raison de vos connaissances sur un sujet particulier.
  3. Vous vous ennuyiez et il semblait que les PJs allaient faire quelque chose d'intéressant.
  4. Vous devez une faveur à l'un des PJs pour un cadeau qui a été utile dans le passé.
Demi-Géant

(Cypher System Rulebook, page 259)

Vous mesurez au moins 4 m de haut et dominez tout le monde autour de vous. Que vous soyez un vrai géant ou que vous ayez seulement hérité de trait de gigantisme d'ancestères très très grands, vous êtes gigantesque. Toujours trop grand pour votre âge, c'est devenu un problème seulement quand vous avez commencé la puberté et atteint 2m en taille, et que vous continuiez à grandir

Vous ajoutez les caractéristiques suivantes:

  1. Vous avez sorti les PJs d'un grand trou dans lequel ils sont tombés lors d'une exploration.
  2. Vous étiez le guide des PJs dans la terre des géants et vous êtes restés avec eux depuis.
  3. Les PJs vous ont aidé à vous échapper d'un royaume du nant où les autres géants étaient emprisonnés par les dieux.
  4. Vous avez empèché les PJs d'être découvert en les cachant derrière votre masse alors qu'ils étaient en fuite.
Hobbit

(Godforsaken, page 89)

Trois pieds de haut et fier, vous adorez le comfort de votre maison mais une petite aventure parci par là vous fait envie. Petit et rapide, vous avez une façon bien à vous de vous entendre avec tout le monde. Vous pourriez avoir grandi dans un villagede hobbits, une communauté mixte où les humains et le petit peuple travaillent et mangent côte à côte comme des amis, ou un environnement moins accueillant où votre peuple survit par la tromperie et les activités criminelles. Vous et les humains ont beaucoup en commun—vous êtes plus compact et efficace qu'eux.

Vous ajoutez les caractéristiques suivantes:

  1. Vous étiez en train de fuir quelqu'un et vous êtes rentré dans les autres PJs.
  2. Vous étiez invité (ou vous vous êtes invité) comme un charme de bonne—fortune.
  3. Vous avez été piégé pour aller avec les autres PJs ou vous avez emmené malgré vos très raisonables objections.
  4. Vous êtes très protecteur d'un autre PJ et vous voulez être sûr qu'il surmontera les prochains défis.
Enfer-Né

(Cypher System Rulebook, page 259)

Les démons d'outre-monde s'échappent quelque fois. Quand ils le font, ils peuvent contaminer les lignées humaines. Des êtres comme vous sont le résultat de telles unions contre-nature. En partie humain et en partie autre chose, vous êtes un orphelin d'une liaison surnaturelle. En raison de votre apparence troublante, vous avez probablement été contraint de tracer votre propre chemin dans un monde qui vous craint et vous méprise souvent. Certains de vos semblables ont de grandes cornes, des queues et des dents pointues. D'autres présentent des différences plus subtiles ou plus évidentes—une ombre tranchante sur leur visage et un toucher qui fait dépérir les plantes ordinaires, un peu trop de feu dans leurs yeux et une odeur de cendre dans l'air, une langue fourchue, des jambes de chèvre, ou l'incapacité de projeter une ombre. Travaillez avec la Meneuse pour définir votre apparence particulière d'enfer-né.

Vous ajoutez les caractéristiques suivantes:

  1. Vous avez été quasiment battu à mort par des gens qui n'aimaient pas votre allure, mais les PJs vous ont trouvé et soigné.
  2. Les PJs vous ont recruté pour votre connaissance de la magie.
  3. De temps en temps, vous avez des visions de personnes prisonnières de l'outre-monde. Vous étiez sur leur piste quand vous avez trouvé les PJs, qui n'avaient jamais visité l'outre-monde. Jusqu'ici.
  4. Votre situation à la maison devenait invivable à cause du nombre de personnes qui réagissaient à votre allure. Vous avez rejoint les PJs pour vous en échapper.
Homme-Lézard

(Godforsaken, page 89)

Vous descendez d'une longue lignée de redoutables prédateurs reptiliens. Vous arborez fièrement vos crocs et vos écailles. Votre peuple survit et prospère dans les zones humides, protégeant ses œufs, élevant ses nouveau-nés et défendant son territoire. Les bâtisseurs de cités vous qualifieront peut-être de sauvage et diront que votre culture est primitive, mais il y a de la grâce dans votre chasse, de l'art dans votre artisanat, de la joie dans vos chants, et de la vénération dans votre culte.

Vous ajoutez les caractéristiques suivantes:

  1. Les autres PJ s'étaient perdus sur votre territoire, et vous avez été envoyé pour les escorter hors de celui-ci.
  2. Quelque chose a attaqué votre communauté, et vous voulez le trouver et le détruire.
  3. Vous avez été exilé de votre communauté et devez prouver votre valeur avant de pouvoir y retourner.
  4. Vous ou votre prêtre avez eu une vision de vous voyageant avec les autres PJs.

Règle Optionnelle: Lancer des Sorts

Accès Rapide: Lancer des Sorts

(Cypher System Rulebook, page 259)

Les univers de fantasy accordent une grande importance à la magie comme élément essentiel. Mais pourquoi limiter cette magie uniquement aux sorciers et personnages similaires ? Il n'est pas rare, dans la littérature fantastique, qu'un voleur ou un guerrier apprenne quelques sorts en volant ou en se battant au cours de leurs aventures. Le Souricier Gris de Leiber connaissait quelques sorts, Elric de Moorcock en connaissait beaucoup, et presque tout le monde dans les livres de Xanth d'Anthony en connaissait au moins un, et ainsi de suite. Bien sûr, les sorciers et les magiciens se spécialisent dans l'art de jeter des sorts, ce qui leur donne une nette supériorité dans l'utilisation de la magie. Mais qu'il s'agisse d'un sorcier lançant des boules de feu ou d'un barbare belliqueux, tout le monde peut apprendre un peu de magie sous cette règle optionnelle.

Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.

Premier Sortilège

(Cypher System Rulebook, page 260)

Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they spent a month hiding in a wizard's library reading; it could be that they found a weird magical amulet that imbues them with the spell; and so on.

Next, choose one low-tier ability from Chapitre 9: Capacités. If the GM agrees it is appropriate, the character gains that ability as their spell, with a few caveats. The spell can't be used like a normal ability gained through a PC's type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell, in addition to paying its Réserve cost (if any).

More Spells

(Cypher System Rulebook, page 260)

Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's magical learning has progressed.

Two additional rules for learning additional spells apply:

Otherwise, gaining and casting additional spells are as described for the character's first spell.

Notes de l'Editeur — For more on low-, mid-, and high-tier abilities, see Chapitre 9: Capacités.

Prepared vs. Spontaneous Lancer des Sorts

(Cypher System Rulebook, page 260)(Godforsaken, page 23)

Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus, and they can use these abilities as they see fit as long as they spend the required Réserve points. This technically makes them more like spontaneous casters.

Wizards (usually Adeptes) and characters with explicit spellcasting foci like Maîtrise les Sortilèges, Canalise les Bénédictions Divines, Parle au Nom de la Terre, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their spells—abilities provided by their type or focus—are used simply by paying their Réserve costs. Extra time or physical effort isn't required to cast them. That's because, in the parlance of the fantasy genre, these spells are considered to be "prepared."

But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn additional spells via the optional spellcasting rule just like other characters, with the same limitations.

Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster more flexibility than those who've simply learned a spell or two. With a spellbook, a PC can replace up to three prepared spells with three other spells they've learned of the same tier. To do so, they must spend at least one uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll (as well as spending Réserve points). On the other hand, they can use Telekinesis normally, because now it's prepared. Later, the wizard could spend the time studying to change out their prepared spells with others they've learned using the optional spellcasting rule.

A PC might choose the 4 XP avancement du personnage option to select a new type-based ability from their tier or a lower tier. If so, the ability gained doesn't count as a spell, and the spellcasting rule limitations do not apply to the ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more prepared spell.

Editor's Note — In the Cypher System Rulebook, this section is titled Wizards and the Optional Spellcasting Rule.

Assigning Different Spellcasting Limits

(OG-CSRD Editorial Addition)

There are many other ways the GM can place limits on spellcasting that don't affect the PCs jets de récupération, for example:

Spells Known and Prepared by Tier
PC TierSpells KnownSpells Prepared
Tier 133
Tier 264
Tier 395
Tier 4126
Tier 5157
Tier 6188
Backlash and Corruption
d20Backlash Effects
1The caster gains one random harmful mutation.
2The caster permanently loses 1 point in each of their Réserves.
3–9The caster descends two steps on the damage track.
10–15The caster descends one step on the damage track.
16–19The caster gains one random cosmetic mutation.
20The caster gains one random distinctive mutation.

Ars Martiaux Mystiques

(Godforsaken, page 68)

If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to portray the kinds of things characters in such stories can accomplish.

Dianxue
The touch of death—killing by using precise nonlethal force on key points of the body.
Neili
Internal force— building up and cultivating the energy known as qi and using it for supernatural effects.

Fabriquer des Objets Magiques

(Godforsaken, page 49)(It's Only Magic, page 90)

Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.

Magical Crafting Skills

(It's Only Magic, page 90)

Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general "crafting magic items" compétences, or need to have a specific skill for each kind of item they might craft, such as "brewing potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers all sorts of crafted magic items.

Crafting Cyphers

(Godforsaken, page 50)(It's Only Magic, page 90)

Crafting Cyphers Material Costs
Cypher LevelMaterials Cost
1One inexpensive item
2Two inexpensive items
3One moderate item
4Two moderate items
5Three moderate items
6One expensive item
7Two expensive items
8Three expensive items
9One very expensive item
10Two very expensive items
Crafting Magic Items Difficulty and Time
Assessed DifficultyTime to Craft
1Ten minutes
2One hour
3Four hours
4Nine hours
5One day
6Two days
7One week
8Three weeks
9Two months
10Six months
Crafting Artifacts

(Godforsaken, page 52)(It's Only Magic, page 91)

Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of their other character abilities. The main difference is that most artifacts don't cost Réserve points to activate, and character abilities don't have a depletion stat that eventually removes the item from play. Crafting artifacts is handled as a long-term benefit of avancement du personnage; the character and GM agree on the artifact to be crafted, and the character spends 3 XP. If the item is fairly simple, the GM can skip the crafting details and just say that after a period of time, the PC creates the artifact. For an item that significantly alters gameplay—granting the character vast telepathic powers or giving them the ability to teleport at will—the GM can give the item an assessed difficulty equal to 3 + the artifact level and require the character to follow the crafting steps for creating a magical cypher. Crafting this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of the same assessed difficulty.


Rituel Magique

Accès Rapide: Ritual Magic
Accès Rapide: Example Rituals
Time

(Godforsaken, page 56)

Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the ritual takes from start to finish, once the preparations (if any) are complete.

Difficulty and Subtasks

(Godforsaken, page 56)

Completing a ritual has an overall difficulté level, usually equal to the level of the challenge. Sometimes there isn't a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person from the dead don't have an obvious task level. In these cases, the GM should choose a level for the ritual based on what would make an interesting experience for the players. Instead of having the success or failure of this sort of magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.

If at any point the PC fails a subtask, the ritual isn't automatically ruined, but it costs time—a failure means the time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during the ritual (perhaps equal to half the ritual's overall level) means the whole thing needs to be started again. Skills, assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.

Editor's Note — The Perilous Venture horror module makes an excellent supplement to ritual magic.

Pool Investment

(Godforsaken, page 59)

Some rituals might require the PCs to spend points from their Réserves on each subtask, with Puissance representing blood or vitality, Célérité representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be necessary to prevent a participating PC from dying during the ritual).

Accelerated Performance

(Godforsaken, page 59)

The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally, reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).

Example Rituals

(Godforsaken, page 60)

The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.

Understanding the Examples

(Godforsaken, page 60)

Each ritual is described in the following format.

Level
The overall level of the ritual, which determines how many subtasks it has.
Time
The preparation time (if any) and performance time.
Roles
Things other characters can do to participate and help.
Side Effects
Negative consequences for failed rolls or GM intrusions.
Reagents
Resources that can help success.
Réserve
What kind of Pool points the ritual costs.
Other Assets
Kinds of abilities that can help success.
Beseech

(Godforsaken, page 60)

Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information, for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the ritual merely gains its attention and gives the characters the opportunity to speak their case.

Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual space to talk in person.

Conjure the Dead

(Godforsaken, page 61)

Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to the living or unfulfilled tasks completed). If the characters don't comply, they must magically threaten or compel the spirit to obey.

A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act accordingly.

Conjure Demon

(Godforsaken, page 61)

Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for about a minute, during which time the summoners must bargain with or command it to perform a deed that takes no longer than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge for the unwanted summoning).

Conjure Devil

(Godforsaken, page 61)

Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command it to perform a deed that takes no longer than an hour and requires the devil to travel no more than about 50 miles (80 km)—spying, stealing, guarding, and murdering are common tasks. The devil usually wants something in return (even if just an agreement for a later favor); otherwise, the characters must threaten it or have some way to force it to obey. If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the interruption).

Conjure Elemental

(Godforsaken, page 62)

Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for water, and so on. If the summoners can't come to an agreement with the elemental, it might make one attack before it leaves.

Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and playing up their strengths are the key to bargaining with them.

Consecration

(Godforsaken, page 62)

Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the area are hindered by two steps.

Enchant Weapon

(Godforsaken, page 62)

Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the next day.

In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack rolls, grant extra damage, affect multiple weapons at once, or all of the above.

Entombment

(Godforsaken, page 63)

Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem, the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the vessel.

Exorcism

(Godforsaken, page 63)

Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time comes). Completing the ritual doesn't prevent other spirits from entering or inhabiting the area, but it is likely that they can sense that an exorcism happened there, and most choose to avoid such an area so they don't suffer the same fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning for a year and a day. As with using the ritual to cleanse a location, this doesn't prevent other spirits from afflicting the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.

Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than possessing a creature— throwing objects, causing nightmares, making noises, and so on.

Flesh for Knowledge

(Godforsaken, page 63)

Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as they see fit). The character experiences painful hallucinations that give them insight and understanding. They immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an advancement).

Instead of permanently reducing a character's Pools by 4 points, the GM could allow other permanent penalties such as reducing an Avantage stat by 1 (to a minimum of 0), gaining an inability in a useful compétence, or permanently reducing all points gained through jets de récupération by 2.

Purification

(Godforsaken, page 63)

Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified creature or object, which is then discarded or safely destroyed.

Resurrection

(Godforsaken, page 64)

Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember anything that happened after they died.

A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or impaired state on the damage track instead of hale, requiring further rest or healing.

Sacrificial Rite

(Godforsaken, page 65)

A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be the final destination for the soul (such as placing it in a sword to create a magic item).


Additional Fantasy Equipment

Accès Rapide: Fantasy Equipment by Price Category

Accès Rapide: Medieval Fantasy Equipment (GP)

(Cypher System Rulebook, page 255)

In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time period) are usually available.

Inexpensive Items

(Cypher System Rulebook, page 255)

Inexpensive Weapons
ArmesNotes
Arrows (12)
Crossbow bolts (12)
Knife (rusty and worn)Light weapon (won't last long)
Wooden clubLight weapon
Inexpensive Other Items
Other ItemsNotes
Burlap sack
Candle
Iron rations (1 day)
Torch (3)
Moderately Priced Items

(Cypher System Rulebook, page 255)

Moderately Priced Weapons
ArmesNotes
BlowgunLight weapon, immediate range
DaggerLight weapon
HandaxeLight weapon
Sword (substandard)Medium weapon (won't last long)
Throwing knifeLight weapon, short range
Moderately Priced Armor
ArmureNotes
Hides and fursLight armor
Leather jerkinLight armor
ShieldAsset to Speed defense
Moderately Priced Other Items
Other ItemsNotes
Backpack
Bedroll
Crowbar
Hourglass
Lantern
RopeHemp, 50 feet
Signal horn
Spikes and hammer10 spikes
Tent
Expensive Items

(Cypher System Rulebook, page 256)

Expensive Weapons
ArmesNotes
BattleaxeMedium weapon
BowMedium weapon, long range
CutlassMedium weapon
Light crossbowMedium weapon, long range
QuarterstaffMedium weapon (requires 2 hands)
SwordMedium weapon
Expensive Armor
ArmureNotes
BreastplateMedium armor
BrigandineMedium armor
ChainmailMedium armor
Expensive Other Items
Other ItemsNotes
Bag of heavy tools
Bag of light tools
Very Expensive Items

(Cypher System Rulebook, page 256)

Very Expensive Weapons
ArmesNotes
GreatswordHeavy weapon
Heavy crossbowHeavy weapon, long range
Sword (jeweled)Medium weapon
Very Expensive Armor
ArmureNotes
Dwarven breastplateMedium armor, encumbers as light armor
Full plate armorHeavy armor
Very Expensive Other Items
Other ItemsNotes
Disguise kitAsset for disguise tasks
Healing kitAsset for healing tasks
SpyglassAsset for perception tasks at range
Exorbitant Items

(Cypher System Rulebook, page 256)

Exorbitant Armor
ArmureNotes
ArmureNotes
Elven chainmailMedium armor, encumbers as no armor
Exorbitant Other Items
Other ItemsNotes
Sailing ship (small)

Medieval Fantasy Equipment

(Godforsaken, page 34)

Medieval Fantasy Price Categories
CategoryGP Value
InexpensiveLess than 1 gp
Moderate1–10 gp
Expensive100–500 gp
Very expensive1,000–10,000 gp
Exorbitant10,000+ gp

Notes de l'Editeur — The following tables assume a currency system commonly used in fantasy games, where 10 copper pieces (10 cp) equal 1 silver piece (1 sp), and 10 silver pieces equals 1 gold piece (1 gp). You can add additional granularity to this exchange as needed, for example 10 gold pieces (10 gp) might equal 1 platinum piece (1 pp).

Armes

(Godforsaken, page 35)

Medieval Fantasy Light Weapons (2 points of damage)
Light Weapons (2 points of damage)PriceNotes
Blowgun5 gpShort range
Blowgun darts (20)1 gp
Dagger2 gpCan be thrown up to short range
Hand crossbow75 gpShort range
Crossbow bolts (20)1 gp
Handaxe5 gpCan be thrown up to short range
Net1 gpCan be thrown up to short range
Rapier25 gp
Sickle1 gpShort range
Sling1 spShort range
Sling bullets (20)5 cp
Throwing dart5 cpShort range
Unarmed (punch, kick, etc.)
Whip2 gp
Medieval Fantasy Medium Weapons (4 points of damage)
Medium Weapons (4 points of damage)PriceNotes
Battleaxe10 gp
Bow30 gpLong range
Arrows (20)1 gp
Broadsword15 gp
Club1 sp
Crank crossbow250 gpLong range
Crossbow bolts (20)1 gp
Light crossbow25 gpLong range
Crossbow bolts (20)1 gp
Flail10 gp
Hammer15 gp
Javelin5 spCan be thrown up to long range
Mace10 gp
Pick10 gp
Polearm10 gp
Quarterstaff2 sp
Scimitar25 gp
Spear1 gpCan be thrown up to long range
Trident5 gp
Medieval Fantasy Heavy Weapons (6 points of damage)
Heavy Weapons (6 points of damage)PriceNotes
Greataxe30 gp
Greatsword50 gp
Heavy crossbow50 gpLong range
Crossbow bolts (20)1 gp
Heavy mace15 gp
Maul10 gp
Weapon Descriptions

(Godforsaken, page 36)

Battleaxe
A wooden pole with a blade on one end.
Blowgun
A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
Bow
A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire it.
Broadsword
A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
Club
A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
Crank crossbow
A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
Dagger
A very short blade for stabbing or slicing.
Flail
A handle with a chain on one end and a ball or spiked ball at the end of the chain.
Greataxe
A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
Greatsword
A two-handed version of the broadsword.
Hammer
A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a sledgehammer).
Hand crossbow
A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand. You need two hands to load it.
Handaxe
A light, one-handed axe that's good for melee or throwing.
Heavy crossbow
A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to reload.
Heavy mace
A larger, two-handed version of a mace.
Javelin
A light spear that's designed to be thrown.
Light crossbow
A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can fire it with one hand. You need two hands to load it. Action to reload.
Mace
A wooden handle with a heavy metal head that's spherical, flanged, or knobbed.
Maul
A larger version of the hammer, such as a sledgehammer.
Net
A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy. You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all of their physical actions are hindered until they take an action to remove it.
Pick
A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
Polearm
Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or pulling an opponent from their mount.
Quarterstaff
A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
Rapier
A light sword with a thin blade used for stabbing and slashing.
Scimitar
A medium-length sword with a strongly curved blade.
Sickle
A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use as a weapon.
Sling
A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands to load it. Action to reload.
Spear
A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
Throwing dart
A very short, light spear meant to be thrown rather than used in melee.
Trident
A three-pronged spear, often used for spear fishing.
Unarmed
A typical punch, kick, or other weaponless attack.
Whip
A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
Armure

(Godforsaken, page 37)

Medieval Fantasy Light Armor
Light ArmorArmureSpeed Effort Additional CostPrice
Heavy cloth1†03 gp
Hides and furs1110 gp
Leather jerkin1110 gp
Padded1†05 gp

If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth and padded armor should provide no Armure at all.

Medieval Fantasy Medium Armor
Medium ArmorArmureSpeed Effort Additional CostPrice
Beastskin2210 gp
Breastplate22400 gp
Brigandine22200 gp
Chainmail2275 gp
Dwarven breastplate218,000 gp
Elven chainmail208,000 gp
Medieval Fantasy Heavy Armor
Heavy ArmorArmureSpeed Effort Additional CostPrice
Full plate321,500 gp
Scale3350 gp
Shieldatout10 gp

Notes de l'Editeur — Full Plate and Scale armors have been amended by the editor to correct suspected misprints in their listed Speed Effort cost.

Armor Descriptions

You can wear only one kind of armor at a time (wearing more than one only gives the Armure from the best one and the Speed Effort cost of the worst one).

(Godforsaken, page 38)

Beastskin
An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a giant lizard or rhinoceros.
Breastplate
A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater movement than full plate at the cost of some protection.
Brigandine
Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
Chainmail
Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
Dwarven breastplate
A high-quality breastplate crafted by a skilled dwarf, providing good protection and great mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled dwarven smiths know how to make it).
Elven chainmail
A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing (it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled elven smiths know how to make it).
Full plate
A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
Heavy cloth
Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
Hides and furs
Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather armor, but easier to make, especially by resource-poor crafters.
Leather jerkin
Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it. Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that concept.
Padded
Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
Scale
Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale mail."
Shield
Provides an asset to Speed defense rolls. Shield sizes vary from a small buckler to a large kite shield (in the Cypher System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit). You must have one free hand to use a shield.
Adventuring Equipment

(Godforsaken, page 39)

Medieval Fantasy Adventuring Equipment
ItemPrice
Acid (flask)25 gp
Adventuring pack6 gp
Alchemist fire (flask)50 gp
Alchemist tools50 gp
Backpack2 gp
Bag of heavy tools25 gp
Bag of light tools10 gp
Battering arm10 gp
Bedroll1 gp
Book25 gp
Caltrops, bag1 gp
Candle1 sp
Climbing kit25 gp
Crowbar2 gp
Disguising kit25 gp
Grappling hook2 gp
Healing kit5 gp
Hourglass25 gp
Ink (flask)10 gp
Ink pen2 cp
Iron spikes (10)1 gp
Ladder (10 ft/3m)1 sp
Lamp5 sp
Lantern5 gp
Lockpicks25 gp
Manacles2 gp
Mirror5gp
Musical instrument2-50 gp
Oil (flask)1 cp
Piton5 cp
Pole, wooden5 cp
Pouch or other small rations5 sp
Rations (1 day)5 sp
Rope (50 ft./15m)1 gp
Sack1 cp
Signal horn2 gp
Spyglass1,000 gp
Tent2 gp
Torch1 cp
Waterskin2 sp
Adventuring Equipment Descriptions

(Godforsaken, page 41)

Acid
A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor). If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
Adventuring pack
Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm clothes, boots, and three torches.
Alchemist fire
A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round. Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
Alchemist tools
A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It grants an asset for identifying potion cyphers and similar mysterious liquids.
Bag of heavy tools
Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
Bag of light tools
Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of string, 3 feet (1 m) of metal wire, and a handful of nails.
Battering ram
This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
Book
A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this assumes the character has already read the book and is looking for relevant information).
Caltrops, bag
A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2 Speed defense roll or take 2 points of Speed damage (ignores Armor).
Candle
A candle burns for one hour and creates dim light in an immediate area.
Climbing kit
A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
Crowbar
This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
Disguise kit
Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
Healing kit
A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some parts are reusable, but the kit runs out after about five uses.
Lamp
A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
Lantern
An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
Lockpicks
Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm traps.
Manacles
Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A common set of manacles is level 5.
Oil
A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point of fire damage (ignores Armor) on anyone in or moving through the area.
Signal horn
This horn can be heard up to a mile away.
Spyglass
This device grants an asset on perception tasks to see things at long range or longer.
Tent
This has enough room for two humans or three smaller people.
Torch
A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to hit something
Clothing

(Godforsaken, page 41)

Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt, shoes, and underclothes.

Medieval Fantasy Clothing
ItemPrice
Artisan's outfit2 gp
Ascetic's outfit1 gp
Cold-weather outfit6 gp
Entertainer's costume3 gp
Explorer's outfit8 gp
Fancy outfit25 gp
Peasant's outfit1 sp
Priestly vestments5 gp
Traveler's outfit2 gp
Wizard's outfit5 gp
Clothing Descriptions

(Godforsaken, page 41)

Artisan's outfit
A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes an apron and a belt for holding tools.
Ascetic's outfit
A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
Cold-weather outfit
A heavier set of clothing for protection against cold weather.
Entertainer's costume
Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor, bard, juggler, or acrobat.
Explorer's outfit
A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for various activities and environments.
Fancy outfit
A stylish set of clothes according to the local fashions and customs. Generally the minimum required for meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four times as much.
Peasant's outfit
Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
Priestly vestments
Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
Traveler's outfit
A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a hood.
Wizard's outfit
Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the mystical aspects of wizard clothing.
Animals and Gear

(Godforsaken, page 42)

Animals and Gear
ItemPrice
Draft horse50 gp
Guard dog25 gp
Pony30 gp
Riding horse75 gp
Saddle10 gp
Warhorse300–500 gp
Animals and Gear Descriptions

(Godforsaken, page 42)

Draft horse
A strong horse able to carry or pull heavy loads.
Guard dog
A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and intruders than it is for accompanying adventurers into dangerous locations.
Pony
A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving as a mount for a smaller-than-human creature such as a dwarf or halfling.
Riding horse
A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in combat.
Warhorse
A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle such as a chariot.
Food and Lodging

(Godforsaken, page 42)

Meals
MealsPrice
Ale, gallon2 sp
Ale, mug4 cp
Banquet (1 person)10 gp
Bread, loaf2 cp
Meat (one serving)3 sp
Wine (bottle)10 gp
Wine (pitcher)2 sp
Inn Stay (per night)
Inn Stay (per night)Price
Good8 sp
Common5 sp
Poor1 sp

Règles pour la Fantasy

(Godforsaken, page 72)

Accès Rapide: Fantasy Rules
Awarding Treasure

(Godforsaken, page 72)

It's best to think of gold and magic as two different kinds of currencies that characters have access to.

Gold

(Godforsaken, page 72)

The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In a typical fantasy campaign, the characters should become wealthier as they advance.

Cyphers Manifestes

(Godforsaken, page 73)

The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold.

The PCs can have opportunities to trade their cyphers with NPCs in town, whether that's at a magic item shop, the tower of a mentor wizard, a thieves' guild, a temple, other adventurers, or the local government. The kinds of cyphers these NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level are generally considered to be about the same value, although local biases and NPC interests may affect their willingness to trade certain items despite or because of a level disparity.

Artifacts

(Godforsaken, page 74)

Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers: not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different artifact of about the same level. Unlike cyphers, the game doesn't assume that PCs have frequent opportunities to gain new artifacts or replace the ones that deplete.

In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact could be worth about the same as an exorbitant item.

Magical Technology

(Godforsaken, page 65)

To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting regular (nonmagical) items.

Magic Plus Technology

(Godforsaken, page 65)

Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost certainly be manifest cyphers or artifacts. Here's an example cypher:

Frozen Timepiece

(Godforsaken, page 66)

And here's an example artifact:

Truth Binoculars

(Godforsaken, page 66)

To craft items that are both technological and magical, either you need to make the device first and then enchant it, or you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely very different.

Technology that Interacts with Magic

(Godforsaken, page 66)

In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to interact and cope with it. Technological devices that are not magical but deal with magic could include:

Magic that Interacts with Technology

(Godforsaken, page 66)

In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:

Finding Prying Eyes

(Godforsaken, page 67)

Power Device

(Godforsaken, page 67)

Screen Control

(Godforsaken, page 67)

Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even though the technology involved might not have any common principles.

Secret and True Names

(Godforsaken, page 70)

Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature, including its strengths and weaknesses. In general, this eases all tasks related to that creature (including basic attacks, and Might defense, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be enough to convince it to perform a service without compensation. A creature doesn't automatically know if someone has learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an informed opponent has some kind of advantage against them and deduce that their secret name is involved.

Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose the Uncover a Secret character arc to do so.

Wishes

(Godforsaken, page 71)

Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish, do so as a GM intrusion— that way, the character still gets a reward, and they can either accept the twisted wish (which isn't as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight wording that can't be twisted).

Second, consider the level of the creature granting the wish—that's basically the level of the wish, as the creature shouldn't be able to grant a boon more powerful than itself. Therefore, it's reasonable that a level 6 creature could create a level 6 effect. The GM could look at the creature's other abilities (or abilities of other creatures of its level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the result downward until it's appropriate for the creature's power.

Wishing for more wishes doesn't work because a creature shouldn't be able to create something more powerful than itself—at least not without some investment of time and other resources, like a character using XP to acquire an artifact.


Donjons, Chateaux, et Fortins

(Godforsaken, page 75)

This section describes several kinds of common physical features and their game stats. Any of these levels can be adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be reinforced by magic so its level is higher, and so on.

Walls

(Godforsaken, page 75)

Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work by a creature). Anything describing walls in this section also applies to ceilings and floors.

Doors

(Godforsaken, page 76)

Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).

Traps
Accès Rapide: Traps
Accès Rapide: Traps by Level

(Godforsaken, page 76)

One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.

Triggering Traps

(Godforsaken, page 76)

Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area. Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it activates.

Finding Traps

(Godforsaken, page 77)

Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such dangers are present.

Passive searching for traps means one character (usually in the front of the group) is carefully checking the area before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any traps the GM has in their path. Allowing characters to passively search in this way means the players don't have to keep stating over and over that they're looking for traps. The drawback for them is that it takes them more time to get anywhere (which means time-based special abilities and cyphers will run out sooner).

Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it. Active searching takes about one round for each immediate area searched. Rather than having the players make separate rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after they've resolved the first trap.

Disabling, Damaging, and Bypassing Traps

(Godforsaken, page 78)

A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted and much harder to disable. Traps are objects and use the object damage track. Characters can attack a trap with weapons or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of sabotage (such as hammering a piton into a groove where a blade springs out). Magical traps can be damaged or disabled with special abilities.

Instead of disabling a trap, a character can try to bypass it so they and their allies can get past it without triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is hindered by two steps.

Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap's target is the acting character, and the trap's attack is eased because the character placed themselves in harm's way.

Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is hindered by two additional steps).

Understanding the Listings

(Godforsaken, page 79)

The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted from the listing.

Level
Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level (always three times the trap's level).
Description
This general description explains what the trap does, how it operates, whether it resets automatically, if it has a limited number of uses, and so on.
Damage Inflicted
Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even if it's the normal amount for a trap of its level.
Modifications
Use these numbers when a trap's information says to use a different target number. For example, a level 4 trap might say "defends as level 5," which means PCs attacking it or trying to disable it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap's attacks, defenses, and stealth (how hard or easy it is to notice the trap).
GM Intrusion
This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
Common Trap Poisons

(Godforsaken, page 80)

Blindness
The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes, and one hour.
Choking
The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute, ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
Damage Track
The poison moves the creature down one step on the damage track if they fail a defense roll.
Debilitating
The poison hinders all of the creature's actions by one or two steps if they fail a defense roll. (Some poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations are ten minutes, one hour, and ten hours.
Instant Damage
The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense roll.
Ongoing Damage
The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point every round.
Paralysis
The poison prevents the creature from taking any physical actions if they fail a defense roll (this might leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten minutes, one hour, and ten hours.
Sleep
The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and then making them groggy for an hour, even if they're awakened early).
Arrow 4 (12)

(Godforsaken, page 81)

Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.

GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord, or wire, with the other end tied to something dangerous like a falling block or an electrical shock.

Crushing Wall 6 (18)

(Godforsaken, page 81)

A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap could be built in its place).

A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks) falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor so that triggering the trap makes the area impassible.

A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor). Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area difficult terrain.

GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies) and can now reach the characters.

Disintegration 7 (21)

(Godforsaken, page 81)

A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or any object destroyed by it) turns to dust.

GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.

Explosive Glyph 4 (12)

(Godforsaken, page 81)

A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn, unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of electrified salt water, or a gout of burning oil.

GM Intrusion: The glyph marks the character's face with a symbol indicating they are a thief. The glyph makes the character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the curse is removed.

Flooding Room 4 (12)

(Godforsaken, page 82)

Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and creatures in it begin to drown.

A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and starting to suffocate. (Restoring the air allows the characters to awaken, but doesn't move them back up the damage track.)

GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room fills with water faster than expected because the floor and/or ceiling are also moving toward each other.

Mangler 3 (9)

(Godforsaken, page 82)

A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and hindering all actions requiring that hand by one or two steps.

A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the trapdoor, reducing their movement speed by half.

Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but have a glue pot stuck on their hand or foot.

GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or poison.

Net 3 (9)

(Godforsaken, page 82)

A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.

A variant of this trap is a snare made of sturdy cord or wire.

GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each round.

Pit 4 (12)

(Godforsaken, page 82)

A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other debris.

A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when enough weight reaches the middle section.

GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased, hindering attempts to climb out by two steps. A dangerous creature is at the bottom of the pit (or in a room adjacent to it). The pit is filled with poison gas. The trapdoor detaches and falls into the pit, inflicting 1 point of ambient damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who falls in.

Poison Gas 3 (9)

(Godforsaken, page 83)

The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause harm, it is likely that the character won't realize at first that they've sprung a trap.

A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap's level.

A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates creatures.

GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their companions for enemies, until they make an Intellect defense roll. The gas is flammable.

Poison Needle 5 (15)

(Godforsaken, page 83)

A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.

GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas instead of a poisoned needle, affecting all nearby characters.

Portcullis 5 (15)

(Godforsaken, page 84)

An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is hindered. Otherwise, it is even chances what side they end up on.

A variant of this trap is a solid wall. A magical variant is a force field.

GM Intrusion: The portcullis impales the character, trapping them beneath it until it is lifted or destroyed. The portcullis is electrified, inflicting 1 point of damage each time it is touched or attacked with flesh or a metal object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow enemies to make ranged attacks on the trapped character.

Rolling Boulder 6 (12)

(Godforsaken, page 84)

A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.

A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and becomes an obstacle.

GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character's location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons, which jump out as it moves and attack nearby creatures.

Slicing Blade 5 (15)

(Godforsaken, page 85)

A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area (such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever nearby that allows a creature to reset it manually.

GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after the initial attack until it is healed.

Sliding Stair 4 (12)

(Godforsaken, page 85)

A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually resets after a minute or has a manual reset lever at the top or bottom of the stairs.

GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down the stairs after the sliding character, inflicting an additional 3 points of damage.

Snake Pit 4 (12)

(Godforsaken, page 85)

The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes immediately attack the character and perhaps others in the area.

GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.

Spear 4 (12)

(Godforsaken, page 85)

The trap fires a spear, javelin, or other large projectile.

In many ways, this is a scaled-up and more dangerous version of an arrow trap, and the same suggestions for that trap apply to this one.

GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a falling block or an electrical shock

Teleporter 6 (18)

(Godforsaken, page 85)

The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is usually reserved for trapping creatures for interrogation.

GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage (1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a shark tank, or a boulder in a lava lake.


Cyphers en Fantasy

(Godforsaken, page 138)

Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers. The Cypher System assumes that cyphers subtils are the default, but in a fantasy game the assumption is usually the opposite—cyphers are physical objects (cyphers manifestes) with magical powers, which the heroes find as treasure, gifts, or rewards for their adventures and exploits.

Mixing Subtle and Cyphers Manifestes

(Godforsaken, page 138)

There's no reason why a fantasy campaign can't use cyphers manifestes and cyphers subtils. In this setup, manifest cyphers are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods, and other coincidences that benefit the characters.

Formes des Cyphers en Fantasy

(Godforsaken, page 138)

What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases the user's next task by three steps is functionally identical to a magical scroll that does the same thing.

To randomly determine a manifest cypher's form, roll on the following table.

Cypher Form
d100Cypher Form
01–02Bone runeplate
03–04Book page
05–07Bottle of powder
08–09Brand
10–12Brick
13–15Carved bone
16–18Carved stick
19–20Carved tooth
21–23Chalky potion
30–33Clay runeplate
34–37Crystal
38–39Elaborate scar
40–42Envelope of powder
43–44Fuming potion
45–47Glass
48–50Leaf
51–54Leather scroll
55–57Metal runeplate
58–60Oily potion
61–62Paper scroll
63–66Papyrus scroll
67–71Parchment scroll
72–74Pouch of powder
75–76Skin drawing
77–80Stone
81–82Tattoo
83–85Thick potion
86–88Tube of power
89–92Vellum scroll
93–96Watery potion
97–00Wood runeplate
Cyphers en Fantasy Table

(Godforsaken, page 141)

All of the cyphers in this chapter are manifeste and fantastic cyphers.

Notes de l'Editeur — An example crafted cypher—the Frozen Timepiece—is not listed in this table.


A Selection of Cyphers en Fantasy

Acid Resistance

(Godforsaken, page 141)

Animal Control

(Godforsaken, page 141)

Beast Shape

(Godforsaken, page 141)

Cold Resistance

(Godforsaken, page 142)

Demon Ward

(Godforsaken, page 142)

In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.

Dragon Ward

(Godforsaken, page 142)

Electricity Resistance

(Godforsaken, page 142)

Elemental Conjuration

(Godforsaken, page 142)

Fire Resistance

(Godforsaken, page 142)

Giant Size

(Godforsaken, page 143)

Instant Boat

(Godforsaken, page 143)

Instant Tower

(Godforsaken, page 143)

Lycanthrope Ward

(Godforsaken, page 143)

Lycanthrope
Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such as a bear, rat, tiger, or wolf
Penultimate Key

(Godforsaken, page 143)

Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.

Poison Resistance

(Godforsaken, page 143)

Restorative Aura

(Godforsaken, page 144)

Thought Listening

(Godforsaken, page 144)

Tiny Size

(Godforsaken, page 144)

Undead Ward

(Godforsaken, page 144)

Walking Corpse

(Godforsaken, page 144)


Fantasy Artifacts

(Godforsaken, page 145)

In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.

If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers, there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to collect all of the legendary items carried by a famous hero.

Example Fantasy Artifacts

(Godforsaken, page 145)

The artifacts are divided into two tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for major items (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either table.

Minor Fantasy Artifacts Table

(Godforsaken, page 146)

Notes de l'Editeur — The Minor Fantasy Artifacts table has been amended by the editor, correcting missing numbers in the d100 range, re-adding the Cloak of Finery, and replacing the deflecting shield (GF, 150)—which is not included in the CSRD—with the Truth Binoculars (the example crafted artifact).


A Selection of Fantasy Artifacts

Adamantine Rope

(Godforsaken, page 147)

Alchemist Bag

(Godforsaken, page 145)

Angelic Ward

(Cypher System Rulebook, page 257)

Armored Cloth

(Godforsaken, page 147)

Belt of Strength

(Godforsaken, page 147)

Book of All Spells

(Godforsaken, page 147)

Book of All Spells
d6Cypher Type
1–2Roll on the Table de Cyphers Manifestes
3–5Roll on the Fantastic Cypher Table
6Roll on the Subtle Cypher Table
Bounding Boots

(Godforsaken, page 148)

Cat's eye spectacles

(Godforsaken, page 148)

Cloak of Balakar

(Godforsaken, page 148)

Cloak of Elfkind

(Godforsaken, page 148)

Cloak of Finery

(Godforsaken, page 148)

Coil of Endless Rope

(Godforsaken, page 148)

Crown of Eyes

(Godforsaken, page 148)

Crown of the Mind

(Godforsaken, page 149)

Crystal Ball

(Godforsaken, page 149)

Crystal Ball: Familiarity
FamiliarityDifficulty
Only have name or descriptionHindered
Target has been visitedEased
Target is well known to the userEased
Crystal Ball: Availability
AvailabilityDifficulty
Target is willingEased
Target is unwillingHindered
Crystal Ball: Distance
DistanceDifficulty
More than 1 mileHindered
More than 10 milesHindered
More than 100 milesHindered

An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would against a directly harmful mental spell.

Death's Scythe

(Godforsaken, page 149)

Death manifestation
level 7

Notes de l'Editeur — The deflecting shield (GF, 150) is not included in the CSRD.

Demonflesh

(Godforsaken, page 150)

Demonic Rune Blade

(Godforsaken, page 150)

Dragontongue Weapon

(Godforsaken, page 150)

Dragontooth Soldiers

(Godforsaken, page 151)

Dragontooth warrior
level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1; spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
Elfblade

(Godforsaken, page 151)

Enchanted Armor

(Godforsaken, page 151)

Exploding Arrow

(Godforsaken, page 151)

Exploding Arrow Damage
1d100Exploding Arrow Damage
01–20Acid
21–40Electricity
41–60Cold
61–90Fire
91–00Necromantic (harms only flesh)

One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher limit.

An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.

Explorer's Gloves

(Godforsaken, page 151)

Falcon Cloak

(Godforsaken, page 151)

Most magic items that turn a character into a different creature make it difficult to use any of the character's special abilities (other than skills) in that form.

Flying Carpet

(Godforsaken, page 152)

Ghostly Armor

(Godforsaken, page 152)

Gloves of Agility

(Godforsaken, page 152)

Gruelmaker

(Godforsaken, page 152)

Guardian Idol

(Godforsaken, page 152)

Hand of Glory

(Godforsaken, page 153)

Helm of Water Breathing

(Godforsaken, page 153)

Horn of Thunder

(Godforsaken, page 153)

Instant Ladder

(Godforsaken, page 153)

A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper sequence to expand or collapse it.

Lightning Hammer

(Godforsaken, page 153)

Mastercraft Armor

(Godforsaken, page 154)

Mastercraft Weapon

(Godforsaken, page 154)

Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality, or both.

Mindshield Helmet

(Godforsaken, page 154)

Necromantic Wand

(Godforsaken, page 154)

Pack of Storage

(Godforsaken, page 154)

Poisoner's Touch

(Godforsaken, page 154)

Protection Amulet

(Godforsaken, page 154)

Protection Amulet Effects
1d100Damage Type
1–4Acid
5–8Cold
9–12Electricity
13–16Fire
17–20Poison
Ring of Dragon's Flight

(Cypher System Rulebook, page 257)

Ring of Fall Flourishing

(Godforsaken, page 155)

Ring of Invisibility

(Godforsaken, page 155)

Ring of Wishes

(Godforsaken, page 155)

Shield of Two Skies

(Godforsaken, page 155)

Skill Ring

(Godforsaken, page 155)

Smooth Stepping Boots

(Godforsaken, page 155)

Soul-Stealing Knife

(Godforsaken, page 155)

Soulflaying Weapon

(Cypher System Rulebook, page 257)

Sovereign Key

(Godforsaken, page 156)

Spellbook of Elemental Summoning

(Godforsaken, page 156)

Spellbook of the Amber Mage

(Cypher System Rulebook, page 257)

Staff of Black Iron

(Godforsaken, page 156)

Staff of Healing

(Godforsaken, page 156)

Staff of the Prophet

(Godforsaken, page 157)

Storm Shack

(Godforsaken, page 157)

Trap Runestone

(Godforsaken, page 157)

Tunneling Gauntlets

(Godforsaken, page 157)

Vorpal sword

(Godforsaken, page 158)

Wand of Firebolts

(Cypher System Rulebook, page 257)

Wand of Spider's Webbing

(Godforsaken, page 158)

Whisperer in the Ether

(Godforsaken, page 158)

Witch's Broom

(Godforsaken, page 158)


Basic Creatures and NPCs for a Fantasy Game

(Cypher System Rulebook, page 254)

Bat
level 1
Black bear
level 3; attacks as level 4
Blacksmith
level 2; metalworking as level 4; health 8
Cat
level 1; Speed defense as level 3 due to size and quickness
Catfolk
level 3; balancing and climbing as level 4; damage inflicted 4 points
Centaur
level 4; health 15; moves a long distance each round
Crocodile
level 4; Armor 1; swims a short distance each round
Dire wolf
level 4; attacks and perception as level 5; Armor 1
Dog
level 2; perception as level 3
Dog, guard
level 3; attacks and perception as level 4
Elephant
level 5; health 20; Armor 1
Farmer
level 2; animal handling as level 3; health 8
Gargoyle
level 3; Armor 5; damage inflicted 5 points; flies a short distance each round
Giant ape
level 3; climbing and attacks as level 4
Giant crab
level 6; Armor 4; pincer attack holds prey and automatically inflicts damage each turn until the target succeeds at a Might or Speed defense task
Giant frog
level 3
Giant octopus
level 5; Might defense and stealth as level 6; health 25; attacks four times as an action
Giant scorpion
level 4; Armor 2; damage inflicted 4 points plus 4 points of Speed damage (ignores Armor) on a failed Might defense task
Giant snake
level 4; health 18; Armor 2; damage inflicted 4 points plus 3 points of Speed damage (ignores Armor) on a failed Might defense task
Gnoll
level 2; Speed defense as level 3 due to shield; health 8; Armor 2
Gorilla
level 2; attacks as level 3; damage inflicted 3 points
Griffon
level 4; perception as level 5; Armor 1; flies a long distance each round
Grizzly bear
level 5; health 20; Armor 1
Hawk
level 2; flies a long distance each round
Hippogryph
level 3; attacks as level 4; flies a long distance each round.
Horse
level 3; moves a long distance each round
Leopard
level 4; climbing, jumping, stealth, and attacks as level 5; Armor 1
Lion or tiger
level 5; attacks as level 6; Armor 1
Homme-Lézard
level 3; Armor 1
Marchand
level 2; haggling and assessment tasks as level 3
Mummy
level 6; ancient history, ancient religion, climbing, and stealth as level 8; health 24; Armor 2; damage inflicted 7 points
Nymph
level 3; stealth and positive social interactions as level 6
Pegasus
level 3; Speed defense as level 4; moves or flies a long distance each round
Pterodactyl
level 3; Armor 1; flies a long distance each round
Rat
level 1
Roc
level 6; health 25; Armor 2; flies a long distance each round; attacks twice as an action
Shark
level 3; attacks as level 4; health 15; Armor 2
Undead claw
level 1; attacks as level 3, Speed defense as level 3 due to quickness and size; health 5; Armor 1
Unicorn
level 4; Might defense, perception, and attacks as level 5; health 15; Armor 1; makes two attacks as its action; once per hour can teleport up to 1 mile; once per hour can heal a creature for 4 Pool points (or health) and remove poisons up to level 4
Villager
level 1
Viper
level 2; bite inflicts 3 points of Speed damage (ignores Armor)
Warhorse
level 4; moves a long distance each round
Werebear
level 5; attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless recently wounded by dd)
Wererat
level 3; Speed defense and stealth as level 4; regenerates 2 health per round (unless recently wounded by silver)
Wereshark
level 4; attacks as level 5; health 15; Armor 2; regenerates 2 health per round (unless recently wounded by silver)
Weretiger
level 5; attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless recently wounded by silver)
Wolf
level 3; perception as level 4
Yeti
level 3; attacks, perception, and stealth as level 4; Armor 1

Chapitre 14 Modern

Accès Rapide: Modern

(Cypher System Rulebook, page 261)

The modern setting is easy because it's just the real world, right? Well, yes and no. It's easy for players to understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet, and so on. It's also easier for some players to get into character, because their character could be someone they might very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf wizard. These things make it easier on the GM as well.

But for the same reason, it's not easy. The setting is the real world we all know, so it's easy to get facts wrong or let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large city? How fast do the authorities arrive? In truth, the facts aren't as important as the story you're creating, but some verisimilitude is nice.


Molding Characters for a Modern Game

(Cypher System Rulebook, page 262)

If you're trying to portray a psychic with a few basic powers, you might not want to use the Adept character type. Instead, choose a different type (perhaps a Emissaire) and encourage foci such as Commande aux pouvoirs Mentaux or Concentre l'Esprit sur la Matière. Some of the Adepte's powers might be too over the top for the genre.

Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the préférence de compétences et de connaissances instead.

Sometimes, the types might be more physical than is always desirable for a modern game, but that's because the least physical type, the Adepte, is often inappropriate for other reasons. The Calm descriptor is very good for such characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.

Last, don't forget foci such as Doesn't Do Much or Préfèrerait Lire for "normal" characters who have useful skills but not much in the way of flashy abilities.

Suggested Types for a Modern Game

(Cypher System Rulebook, page 262)

Suggested Types for a Modern Game
RoleType
Police officerExplorateur with préférence de combat
DetectiveExplorateur with préférence de furtivité
SoldierGuerrier
CriminalExplorateur with préférence de furtivité
TeacherEmissaire
Professional (accountant, writer, etc.)Emissaire with préférence de compétences et de connaissances
Technical professionExplorateur with préférence de compétences et de connaissances
DilettanteEmissaire with préférence de compétences et de connaissances
Doctor/NurseExplorateur with préférence de compétences et de connaissances
PoliticianEmissaire
LawyerEmissaire
ScholarExplorateur with préférence de compétences et de connaissances
SpyEmissaire with préférence de furtivité
OccultistAdepte
Mystic/PsychicAdepte
Mundane Foci

(OG-CSRD Editorial Addition)

The following foci are appropriate in modern or historical settings without fantastic elements:

Interpreting Mundane Foci
Interpreting Mundane Foci
FocusNotes
Drives Like a ManiacDriving a horse and buggy or chariot might be meaningful activities in settings before the advent of motor vehicles. After the advent of military aircraft around 1910, this focus can also be used for pilots.
A le Droit de Porter une Arme à FeuBefore the advent of firearms in the 14th century, this focus can work for archers, crossbow-wielders, or even someone particularly good with a sling.
A Navigué sous Pavillon PirateThis focus can be made to work for any criminal, paramilitary, black ops, or terrorist organization with a fearsome reputation.
Works the SystemStarting around 1965, "phone phreaking" or other forms of hacking and electronic forgery might be a valuable ability.

Règle Optionnelle: Handling PCs as Children

(Cypher System Rulebook, page 266)

The regular character creation process makes fully competent, adult characters. To account for playing children, the GM could adopt this optional rule. First, the players make their characters normally, and then they apply the following adjustments to their PCs, as appropriate to their age category. You might also consider applying a tier cap of 3 to childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games featuring PCs who are aged fourteen to seventeen.

Age 9 to 13

(Cypher System Rulebook, page 266)

  • Slight: −4 to your Might Pool.

  • Vulnerable: Adults look out for you. You are trained in all pleasant social interactions with adults.

  • Inability: Might-based tasks are hindered.

  • Inability: Tasks involving knowledge are hindered.

Age 14 to 17

(Cypher System Rulebook, page 266)

  • Youthful: −2 to your Might Pool.

  • Inability: Tasks involving knowledge are hindered.


Additional Modern Equipment

Accès Rapide: Modern Equipment by Price
Accès Rapide: Modern Equipment by Type

"Modern" technology in this section is referred to as "Contemporary" as presented in The Stars are Fire. Level ratings for some vehicles might seem low due to tech rating being relative to science fiction equipment.

(Cypher System Rulebook, page 263)

In a modern setting, the following items (and anything else appropriate to the real world) are usually available.

Notes de l'Editeur — Equipment might range in price and quality. For example, A used car might have a different immediate cost depending on factors such has leasing or purchasing, the condition of the vehicle, the availability of other options, and the ability of the PC to understand the true quality of the item they are purchasing.

Inexpensive Items

(Cypher System Rulebook, page 263)

Inexpensive Weapons
ArmesNotes
AmmoBox of 50 rounds
Knife (simple)Light weapon (won't last long)
Inexpensive Other Items
Other ItemsNotes
BookAsset to relaxation tasks
Card/tabletop/digital gamePass time, build bonds with others
Duct tape rollUseful and ubiquitous
FlashlightProvides light within short range for a few hours
Padlock with keysSlows down would-be thieves
Trail rations1 day
Moderately Priced Items

(Cypher System Rulebook, page 264)

Moderately Priced Weapons
ArmesNotes
Hand grenadeExplosive weapon, inflicts 6 points of damage in immediate radius
Knife, huntingLight weapon
MacheteMedium weapon
NightstickLight weapon
Moderately Priced Armor
ArmureNotes
Leather jacketLight armor
ShieldAsset to Speed defense
Moderately Priced Other Items
Other ItemsNotes
Alcohol/drugsEases tasks related to social interaction, hinders tasks related to perception and physical coordination
BackpackCarries gear, including a sleeping bag
Card/tabletop/digital gamePass time, build bonds with others
BinocularsAsset for perception tasks at range
Bolt cuttersEnables and eases tasks to cut through metal bars
Climbing gearEnables and eases tasks to climb buildings or cliffs
CrowbarEnables and eases tasks to force open stuck or barred doors
Electric lanternProvides bright light for several hours
Electronic assistantVoice-activated operation of other devices
First aid kitAsset for healing tasks
RestraintCuffs; hinders tasks to break free by two steps
RopeNylon, 50 feet
Sleeping bagSuitable for temperatures down to −4°C (24°F)
SmartphoneAsset for most knowledge-based tasks
TentSleeps 1–2
Tools, generalAll-purpose tools
Expensive Items

(Cypher System Rulebook, page 264)

Expensive Weapons
ArmesNotes
Broad sword, replicaHeavy weapon
Handgun, lightLight weapon, short range
Handgun, mediumMedium weapon, long range
BowMedium weapon, long range
Rifle, low-caliberMedium weapon, long range
ShotgunHeavy weapon, immediate range
Stun "gun"Light weapon, dazes targets
Expensive Armor
ArmureNotes
Kevlar vestMedium armor
Expensive Other Items
Other ItemsNotes
Camera, surveillanceTransmits at long range
Car, Used96 km/h (60 mph) on paved surfaces
Car, Sedan96 km/h (60 mph) on paved surfaces
Car, Utility96 km/h (60 mph) on paved surfaces
Cold weather gearFunction in extremely cold environments for several hours
Computer/LaptopEnables all sorts of creative and comprehension tasks
House robotCleans in a limited area
Jet ski112 km/h (65 mph) on calm water
MicroscopeAsset for research
Motorboat80 km/h (50 mph) on calm water
Nightvision gogglesReasonably accurate vision in complete darkness
Motorcycle, cruiser96 km/h (60 mph) on paved surfaces
Motorcycle, dirt bike48 km/h (30 mph), 96 km/h (60 mph) on paved surfaces
RestraintStraitjacket; hinders tasks to break free by three steps
Scuba gearFunction underwater for about an hour
Sleeping bagSuitable for temperatures down to −29°C (−20°F)
SmartphoneAsset for most knowledge-based tasks
TentSleeps 4–6
Tools, specializedAsset on relevant tasks
Very Expensive Items

(Cypher System Rulebook, page 265)

Very Expensive Weapons
ArmesNotes
Handgun, heavyHeavy weapon, long range
Rifle, assaultHeavy weapon, rapid-fire weapon, long range
Rifle, heavyHeavy weapon, 300-foot (90 m) range
Submachine gunMedium weapon, rapid-fire weapon, short range
TaserMedium weapon, stuns target
Very Expensive Armor
ArmureNotes
Lightweight body armorMedium armor, encumbers as light armor
Military body armorHeavy armor
Very Expensive Other Items
Other ItemsNotes
Airplane, basic225 km/h (140 mph) during extended trips
Car, sports144 km/h (90 mph)
Disguise kitAsset for disguise tasks
Military-grade field dressingCan raise a victim one step of the damage track
Motorboat, performance128 km/h (80 mph) on calm water
Satellite phonePlanetary range
Exorbitant Items

(Cypher System Rulebook, page 265)

Exorbitant Other Items
Other ItemsNotes
Helicopter225 km/h (140 mph) during extended trips
PackBotAutonomous mobile robot
Submersible, personal50 km/h (30 mph)
Surveillance droneRecords or relays its environment to distant controllers
Yacht80 km/h (50 mph) on calm water
Tank40 km/h (25 mph) on relatively flat terrain
Priceless Items
Priceless Other Items
Other ItemsNotes
Gunboat, fast attack craft96 km/h (60 mph) on calm water
Combattant jet1,125 km/h (700 mph) during extended trips
Rocket, heavy-lift launchProvides access to low orbit and beyond for a cargo of up to 45,350 kg (100,000 pounds)
Shuttle, launchCan re-enter an atmosphere after delivering a payload and land
Space CapsuleCarries a crew of up to seven or a payload of up to 6,000 kg (13,000 pounds)
Submarine75 km/h (47 mph) underwater
Warship, destroyer64 km/h (40 mph) on calm water
Contemporary Equipment
Computer/Laptop 3 (9)

(The Stars are Fire, page 68)

Satellite phone 4 (12)

(The Stars are Fire, page 68)

Smartphone 2 (6)

(The Stars are Fire, page 68)

Contemporary Sense-Enhancing Tools
Analysis apparatus 4 (12)

(The Stars are Fire, page 69)

Binoculars 2 (6)

(The Stars are Fire, page 69)

Camera, surveillance 3 (9)

(The Stars are Fire, page 69)

Microscope 3 (9)

(The Stars are Fire, page 69)

Nightvision goggles 3 (9)

(The Stars are Fire, page 69)

Apparel
Cold weather gear 3 (9)

(The Stars are Fire, page 71)

Elegant clothes 3 (9)

(The Stars are Fire, page 71)

SCUBA gear 4 (12)

(The Stars are Fire, page 71)

Contemporary Armor
Kevlar vest 3 (9)

(The Stars are Fire, page 71)

Leather jacket 2 (6)

(The Stars are Fire, page 71)

Military body armor 4 (12)

(The Stars are Fire, page 71)

Remember, armor (lowercase a) is something you wear. Armure (capital A) is the bonus you get. You can have only one type of armor at a time, but you can have many sources of Armor, theoretically.

Military body armor, light 4 (12)

(The Stars are Fire, page 71)

Contemporary Utility Gear
Backpack 2 (6)

(The Stars are Fire, page 74)

Bolt cutters 3 (9)

(The Stars are Fire, page 74)

Climbing gear 3 (9)

(The Stars are Fire, page 74)

Crowbar 3 (9)

(The Stars are Fire, page 74)

Disguise kit 3 (9)

(The Stars are Fire, page 75)

Duct tape roll 1 (3)

(The Stars are Fire, page 74)

Electric lantern 3 (9)

(The Stars are Fire, page 75)

Flashlight 1 (3)

(The Stars are Fire, page 74)

Lockpick set 3 (9)

(The Stars are Fire, page 75)

Padlock with keys 3 (9)

(The Stars are Fire, page 74)

Restraint 3 (9)

(The Stars are Fire, page 75)

Sleeping bag 3 (9)

(The Stars are Fire, page 75)

Tent 3 (9)

(The Stars are Fire, page 75)

Tools, general 3 (9)

(The Stars are Fire, page 75)

Tools, specialized 3 (9)

(The Stars are Fire, page 75)

Contemporary Health Care and Nutrition
First aid kit 2 (6)

(The Stars are Fire, page 77)

Military-grade field dressing 3 (9)

(The Stars are Fire, page 77)

Trail rations (1 day) 1 (3)

(The Stars are Fire, page 77)

Contemporary Robots and AI
Electronic assistant 2 (6)

(The Stars are Fire, page 79)

House robot 3 (9)

(The Stars are Fire, page 79)

PackBot 3 (9)

(The Stars are Fire, page 79)

Surveillance drone 3 (9)

(The Stars are Fire, page 79)

Contemporary Recreation

(The Stars are Fire, page 82)

Occasional recreation is absolutely necessary to maintain stable relationships as well as mental stability and happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find interaction tasks and most Intellect tasks hindered unexpectedly.

Alcohol/drugs 2 (6)

(The Stars are Fire, page 82)

Book 2 (6)

(The Stars are Fire, page 82)

Card/tabletop/digital game 2 (6)

(The Stars are Fire, page 82)

Contemporary Melee Weapons
Broad sword, replica 2 (6)

(The Stars are Fire, page 84)

Knife, hunting 2 (6)

(The Stars are Fire, page 84)

Knife, simple 1 (3)

(The Stars are Fire, page 84)

Machete 2 (6)

(The Stars are Fire, page 84)

Nightstick 2 (6)

(The Stars are Fire, page 84)

Stun "gun" 3 (9)

(The Stars are Fire, page 84)

Contemporary Ranged Weapons
Bow 2 (6)

(The Stars are Fire, page 85)

Hand grenade 3 (9)

(The Stars are Fire, page 85)

In modern and near-future settings, hand grenades are usually difficult to come by unless a character has a shady connection.

Notes de l'Editeur — The hand grenades listed in the Cypher System Rulebook and Rust and Redemption deals only 4 damage. Depending on the setting, The GM might make one or both versions available at different prices or technology levels.

Handgun, heavy 3 (9)

(The Stars are Fire, page 85)

Handgun, light 2 (6)

(The Stars are Fire, page 85)

Handgun, medium 3 (9)

(The Stars are Fire, page 85)

Rifle, assault 3 (9)

(The Stars are Fire, page 85)

Rifle, heavy 3 (9)

(The Stars are Fire, page 85)

Rifle, low caliber 2 (6)

(The Stars are Fire, page 85)

Shotgun 3 (9)

(The Stars are Fire, page 85)

Submachine gun 3 (9)

(The Stars are Fire, page 85)

Taser 3 (9)

(The Stars are Fire, page 85)

Armaments
Ammo (box of 50 rounds) 1 (3)

(The Stars are Fire, page 83)


Modern Vehicles

Accès Rapide: Modern Vehicles

See also: Véhicules, Spacecraft.

Motorcycle, cruiser 3 (9)

(The Stars are Fire, page 95)

Contemporary Cycles
Motorcycle, dirt bike 2 (6)

(The Stars are Fire, page 95)

Contemporary Cars

Buying a car at the bottom of its price range usually means the car isn't top quality. Such vehicles have a depletion of 1 in 1d100 (check per day used).

Car, sedan 4 (12)

(The Stars are Fire, page 96)

Car, sports 6 (18)

(The Stars are Fire, page 97)

Car, used 3 (9)

(The Stars are Fire, page 96)

Car, utility 4 (12)

(The Stars are Fire, page 97)

Contemporary Aircraft
Airplane, basic 2 (6)

(The Stars are Fire, page 98)

Combattant jet 5 (15)

(The Stars are Fire, page 98)

Gunboat, fast attack craft 4 (12)

(The Stars are Fire, page 100)

Helicopter 3 (9)

(The Stars are Fire, page 98)

Contemporary Seacraft
Jet ski 2 (6)

(The Stars are Fire, page 100)

Motorboat 2 (6)

(The Stars are Fire, page 100)

Motorboat, performance 3 (9)

(The Stars are Fire, page 100)

Submarine 4 (12)

(The Stars are Fire, page 101)

Submersible, personal 3 (9)

(The Stars are Fire, page 100)

Yacht 3 (9)

(The Stars are Fire, page 100)

Warship, destroyer 4 (12)

(The Stars are Fire, page 101)

Contemporary Mechs and Tanks
Tank 4 (12)

(The Stars are Fire, page 102)

Contemporary Spacecraft

(The Stars are Fire, page 107)

Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes if not caught and quickly dealt with.

In fact, that very complexity exacts a toll. Generally speaking, all tasks for operating a pioneer-era spacecraft are hindered by two steps. Only the very well trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually don't have weapon systems.

Rocket, heavy-lift launch 2 (6)

(The Stars are Fire, page 107)

Shuttle, launch 3 (9)

(The Stars are Fire, page 107)

Space Capsule 1 (3)

(The Stars are Fire, page 107)


Basic Creatures and NPCs for a Modern Game

(Cypher System Rulebook, page 263)

Businessperson
level 2; business tasks as level 3
Cat
level 1; Speed defense as level 3
Clerk
level 2
Dog
level 2; perception as level 3
Dog, guard
level 3; attacks and perception as level 4
Horse
level 3; moves a long distance each round
Rat
level 1
Worker
level 2; health 8

Chapitre 14-A Modern Magic

Accès Rapide: Modern Magic


Notes de l'Editeur — For more character options for a modern magic setting, see Mundane Foci, Fantasy Character Options, Suggested Foci for a Fairy Tale Game, and Chapitre 6: Foci in Old Gus' Daft Drafts.


Modern Magic Descriptors

Accès Rapide: Modern Magic Descriptors

(It's Only Magic, page 36)

Most of these descriptors are for characters who are or become significantly nonhuman; for example, the Dragon descriptor means you're a four-legged, winged dragon who can breathe flame. These descriptors include suggestions for how to advance or improve your inherent nature as that sort of creature (becoming even more dragonish if you are a Dragon, for example). The GM should allow a character with such a descriptor to choose any of these abilities (and any others the GM feels are appropriate for the descriptor) in place of a type ability, either upon advancing to a new tier or selecting them as an other option of avancement du personnage by spending 4 XP.

Notes de l'Editeur — The Species as Descriptor section is worth reading before deciding what will work best for your game.

Chimera

(It's Only Magic, page 37)

You have a blend of animal attributes; you may be a well-known mythological creature, like a satyr or minotaur, or you may have a unique combination of features. Bison horns, boar tusks, bear paws, a wolf's tail, a lion's mane: take your pick. Your thickened skin offers protection from attacks and the elements. Depending on your dexterity—and whether you have opposable thumbs—you may use adaptive weapons and tools, like a dagger modified to be held in a paw instead of a hand. You're eager to protect the ones closest to you, and usually more likely to run toward conflict than away from it.

You gain the following characteristics:

  1. A herd, a pride, a pack, a flock: whatever the collective noun for chimeras is, you're looking to build (or join) one.
  2. You need supplies to adapt a legendary weapon perfectly to your physique.
  3. The other PCs were in the wrong place at the wrong time, and you protected them from harm.
  4. You were held hostage by someone running a chimera fighting ring, and the other PCs freed you.
Dragon

(It's Only Magic, page 38)

You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You're drawn to treasure and shiny things, but you're willing to share your hoard with those you trust. Though you can speak human languages, you can't ignore the fact that you're a wild part of your local ecosystem—at least some of the time. You're an apex predator, driven to fly and to hunt, and you brumate in cold temperatures like other reptiles.

You gain the following characteristics:

  1. The other PCs were hired as dragon hunters, but once they met you they realized their mission was misguided.
  2. You're hoping to find a specific discontinued currency to add to your hoard.
  3. You got stuck in your dragon form while molting, and the other PCs helped remove your shed skin.
  4. You're gathering ingredients for a difficult spell that will increase the range and intensity of your fire-breathing attacks.

Brumation is a state of sluggishness and inactivity entered by reptiles in response to low temperatures.

Ghost

(It's Only Magic, page 39)

Unfortunately, you're dead. But hey, it's not all bad! Your spirit has remained in the mortal world. You can still walk among the living, but you no longer need pesky things like food or sleep. It's up to you how long you've been dead, whether you remember your death, and why you've stuck around: seeking revenge, settling a debt, protecting your descendants, perfecting your great-grandma's pecan pie recipe, or something else entirely.

You gain the following characteristics:

  1. You're on a journey to make amends with someone you wronged in life.
  2. You're looking for the resting place of your physical body so you can be resurrected.
  3. One of the other PCs is a distant relative, and you need to keep them alive so your bloodline continues.
  4. You're studying the secrets of reincarnation and suspect that one of the other PCs has vital information.
Hunter

(It's Only Magic, page 40)

You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are your own. You're mortal again, too, but it's impossible to forget the terrifying freedom and power you once held. Maybe you've let nostalgia make you bitter, or maybe you don't miss the Hunt at all, instead living in fear of being conscripted once more.

You gain the following characteristics:

  1. You ferried the soul of a PC's relative to the afterlife. When you left the Wild Hunt, you found the PC to tell them of their relative's brave deeds.
  2. The living only see the Wild Hunt cross the sky if they're destined for disaster. A PC saw the Wild Hunt years ago, and you've taken it upon yourself to protect them.
  3. You're afraid that the leader of the Wild Hunt will summon you, and you need help concealing yourself.
  4. You're searching for the horse you remember riding—a massive undead stallion with flaming hooves.
Nix

(It's Only Magic, page 41)

You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you're submerged, you gain a tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also have a general affinity for nature and a knack for identifying useful plants. Your playful and upbeat disposition doesn't mean you're passive or helpless. Though you may prefer to talk your way out of tough situations, you're quick to react to threats—especially in water, where you maneuver with deadly accuracy.

You gain the following characteristics:

  1. The other PCs were stranded in a shipwreck, and you saved them.
  2. A factory is polluting your local body of water, and you're looking for revenge.
  3. You played a prank on the other PCs while they were swimming; after a good laugh, they invited you to join them.
  4. You've been sent to search for a rare plant, believed by many to be extinct.
Sylph

(It's Only Magic, page 42)

You're an air spirit, with the gift of wingless flight and hawklike eyes. You're happiest when you have an aerial view; you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to air currents and atmospheric pressure means you're able to predict weather patterns, which you incorporate into your machinations.

You gain the following characteristics:

  1. You saw the other PCs headed toward danger and called out a warning before the situation turned sour.
  2. You got in trouble for flying in restricted airspace, and the other PCs helped cover for you.
  3. You need help with a spell that will enable you to communicate with birds of prey.
  4. You helped the other PCs recover a kite that became tangled in tree branches and power lines.
Unmagical

(It's Only Magic, page 43)

You're not good at using magic. In fact, it's clear that you're inherently unmagical—magic is as confusing, difficult, and awkward for you as learning lava spells would be for a frost giant. It's not that you don't believe in magic (though maybe you don't) or that you don't like magic (though maybe you don't). It's just that you and magic are incompatible. You've learned to compensate for this problem and even turn it into an advantage in some cases.

You gain the following characteristics:

  1. One of the other PCs initially diagnosed you as unmagical, which made a lot of your life suddenly make sense.
  2. You think this group of PCs might be on track to figuring out why some people are unmagical and perhaps "fixing" them.
  3. You and the other PCs have the same rival or foe—someone who once tried using magic on you and failed spectacularly.
  4. You volunteered because you knew your inherent resistance to magic would be useful to the group.

An Unmagical character shouldn't be able to overcome their inability by becoming trained in magic. The GM might allow them to train away part of the inability with training in specific skills, such as "Onslaught" or "magical weapons."

Playing an Adepte or Emissaire character with the Unmagical descriptor is a challenge, as their abilities mostly stem from supernatural power and therefore all of them would be hindered. This descriptor is mainly for Guerriers and Explorateurs who want to play up their not-inherently-magical nature.


Modern Magic Foci

(It's Only Magic, page 44)

These foci can be used as-is in most modern fantasy campaigns. The GM and player should adjust the details to suit the specific campaign they'll be playing.

Modern Magic Foci
RoleType
Programme des Applications MagiquesYou mix programming, hacking, and creating magical app cyphers.
Conjure des BallesYou channel your spells through a handgun.
Chasse les SorcièresYou seek out dangerous witches to keep them from harming regular people.
Imprime les Sorts sur la PeauYou have your spells tattooed on your skin.
Est un Magicien des VoituresYou use sorcery to perform impossible car stunts.
Connait ses ClassiquesYou know the best places for and methods of learning new magic.
Pratique la Magie LunaireYou call upon the mysteries and powers of the moon.
Dirige le CovenYou take a prominent role in guiding and protecting your coven of like-minded individuals.
Transmits EnergyYou can harness magical energy and use it for yourself or give it to others.
Fait Grandir avec la DécompositionYou're a magician whose expertise is mushrooms and the cycle of rot and rebirth.

Modern Magic Flavors

Préférences are groups of special abilities (usually centered around a particular theme) used to alter a character to suit a player's interests or to match the genre or setting. For example, in a setting where magic is common, access to the magic flavor allows all kinds of characters to learn some magical abilities (including Explorateurs and Guerriers, whose type abilities are mainly nonmagical). Likewise, in a modern fantasy setting where most sorcerers learn basic defensive magic as their first spells, giving all characters access to the protection flavor means that every PC could potentially create a mind shield or a physical ward when needed.

The following flavors are especially suited for a modern fantasy campaign where access to broad categories of magic (such as illusions or defense) is the norm—especially if the GM allows characters to spend XP to learn additional spells (abilities) outside of what their type and focus automatically grant them at each tier. The GM decides which of these flavors are available to the PCs.


Modern Magic Abilities

The GM might allow PCs to gain these abilities through their type, flavor, coven, or Lancer des Sorts.

(It's Only Magic, page 65)


Modern Fantasy Equipment

(It's Only Magic, page 78)

In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an expensive altar cloth instead of a moderately priced one. Some of these price categories are higher than for a typical real-world item because items used with magic usually require higher quality or specific materials.

Many items in these lists are magical implements used with casting spells and performing rituals, but don't have a specific purpose in the rules. The GM may decide that certain abilities or kinds of abilities require them or are hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit board for a ritual to talk to a dead person.

Inexpensive Items

(It's Only Magic, page 78)

Modern Fantasy Equipment — Inexpensive Items
ItemNotes
Bottle
Bowl
Box
Candle
Candle Holder
Crystals
Figurine
Fresh or dried flowers
Incense
Mason Jar
Metal needles
Mortar and pestleRequired for some magic and crafting
Pendulum
PosterDiagrams of herbs and medicinal plants
Sealing waxUsed in some rituals and for sealing letters
Seashells
Smudging stickFor cleansing an area and warding off negative energy
Tea
Moderately Priced Items

(It's Only Magic, page 78)

Modern Fantasy Equipment — Moderately Priced Items
ItemNotes
AltarRequired for some rituals
Altar clothRequired for covering a ritual altar
ArtworkPainting, drawing, or a high-quality print
AthameRequired for some magic
BolineRequired for some magic
Broom
ChaliceRequired for some magic
Crystal ballNonmagical sphere, required for some divination magic
Decorative headbandAntlers, branches, flowers, and so on
Drinking hornRequired for some magic
Formal cloak
GrimoireNotebook for magical information
Jewelry
Lantern
Old bookAsset on knowledge related tasks
PlantProvides herbs or supportive energy
PouchLeather or velvet
Rune setRequired for some divination spells
Set of small stonesRequired for some magic
SignetFor use with sealing wax
Skull (human or animal)
Spirit board
Staff
Tarot deck
Vintage clothing
Wand
Expensive Items

(It's Only Magic, page 78)

Modern Fantasy Equipment — Expensive Items
ItemNotes
CauldronRequired for some magic and crafting
Cloth canopyFor covering a meditation corner
Cloth tapestry
Frog pondLabor and materials to build one
Wedding dress (off the shelf)

Modern Fantasy Crafting Ingredients

(It's Only Magic, page 79)

An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or more price categories higher.

Often, a material with sentimental value to the magician is worth one price category more than its default value.

Renewable Parts
You can take renewable animal parts without harming a creature.
Nonrenewable Parts
Taking nonrenewable parts involves harming—maybe even killing—a creature.
Inexpensive Materials

(It's Only Magic, page 79)

Moderately Priced Materials

(It's Only Magic, page 79)

Expensive Materials

(It's Only Magic, page 79)

Very Expensive Materials

(It's Only Magic, page 79)

Exorbitant Materials

(It's Only Magic, page 79)


Modern Cyphers en Fantasy

(It's Only Magic, page 115)

Chapitre 24: Cyphers assumes that cyphers subtils are the default, but depending on the nature of magic in the modern fantasy setting, some or all cyphers might be physical objects (cyphers manifestes) with magical powers. This immediately creates a different gameplay dynamic than a game that uses only subtle cyphers. First, it means that the PCs can exchange cyphers with each other, allowing them better optimizations of their abilities and counteracting their weaknesses. Second, it means their cyphers can be stolen from them, forcing them to adapt to a situation without their extra magical tricks. Third, it probably means that fantastic cyphers become the norm because magic easily allows for fantastic effects.

Exceeding Cypher Limits

(It's Only Magic, page 92)

Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side effect stops or reverts if the cypher is activated or leaves the area. If a PC is exceeding their cypher limit, roll 1d100 and consult this table to see what happens (roll anywhere from once per hour to once per day, as fits the story). The table is set up so the first entries are weird but generally harmless, the middle ones are annoying, and the last ones are harmful or dangerous. Optionally, you can increase the threat by adding +20 to the d00 roll for every additional cypher the character is over their limit (+20 for two over, +40 for three over, and so on).

Side Effects of Exceeding Cypher Limits

(It's Only Magic, page 92)

Side Effects of Exceeding Cypher Limits
d100Effect
01–02Hair of everyone in immediate range stands straight out
03–04Ugly faces manifest on surfaces in the area
05–06Character's skin color changes to something unusual (blue, orange purple)
07–08Character's footprints are glowing red arrows
09–10Flowers in short range wilt and dissolve into stinky goo
11–12Character's skin grows fishlike eyes, which dry and fall off like scabs
13–14Internet speeds within short range slow to a crawl
15–16Character develops prominent skin rash resembling corporate logos
17–18Character says the word "sexy" in place of any adjective
19–20Dogs bark angrily at the character
21–22Character sheds fingernails, quickly replaced by circuit boards
23–24Character keeps seeing UFOs
25–26Cypher randomizes names and icons of nearby apps
27–28Character takes on the outward appearance of a different intelligent species (chimera, nix, and so on) each hour
29–30Cypher becomes overcharged (acts as +1 level) and erratic (tasks to use it are hindered)
31–32Character's hand sometimes turns into a battered plastic duplicate and falls off, with a new hand growing to replace it within seconds
33–34Character compelled to dig through nearby trash cans in search of discarded batteries
35–36Character's head surrounded by floating illusions of rude gestures and inappropriate words
37–38Character's vision distorted so all writing appears undecipherably blurred
39–40Birds creepily follow the character and sometimes call their name
41–42Character frequently drops business cards with publicly viewable links to their browser history
43–44Cypher reads aloud all text visible within short range
45–46Cypher makes frequent beeping noise like a large truck backing up
47–48Cypher grows hard legs and noisily follows the character, hindering interaction and stealth tasks
49–50Cypher coats itself in a sticky honey—like substance
51–52Character's thoughts broadcasted to everyone within long range
53–54Character followed by a cloud of clothing—eating moths
55–56Random cypher vanishes, leaving behind a handful of wet soil
57–58Character's voice is digitally distorted and difficult to understand, hindering interaction tasks
59–60Character quotes commercial jingles and catchphrases every few minutes
61–62Character or cypher emits a strong smell of asphalt or gasoline
63–64Bugs frequently fly into character's mouth when they speak
65–66Open flames in short range give off noisy sparks like small fireworks
67–68Character feels intoxicated by a mild hallucinogen, hindering all tasks
69–70Character sets off nearby car alarms
71–72Character's eyes shine like powerful flashlights, hindering their visual perception tasks
73–74Any coffee within immediate range tastes like nickels
75–76Causes short circuits in nearby wired electronics
77–78Character receives frequent spam phone calls about nonexistent services (engine moisturizing, aspirin condensation, aligning apartment chakras)
79–80Character followed by flying camera drones
81–82Magical interference suppresses the cypher's function unless the character spends 4 points d'Intellect to cleanse its aura
83–84Magical interference decreases character's Intellect Edge by 2
85–86Attracts an internet d@emon
87–88Attracts a zorp
89–90Character gets jittery (hindered Speed-based tasks) unless they chain-smoke cigarettes
91Character's bones become brittle, hindering Might tasks
92Cypher is painfully cold to the touch, inflicting 1 point of damage each round it touches bare skin
93Character occasionally is hurled horizontally an immediate distance with great force (typically 4 points of ambient damage)
94Character develops severe allergy to a common food ingredient (wheat, eggs, citrus)
95Vehicle brake lines within short range dramatically rupture
96Electronic devices within short range tend to lose power, overheat, or catch fire
97Character frequently steps on nails, broken glass, or other sharp things (1 or 2 points of damage, ignores Armor)
98Character always bites their own tongue (1 point of damage, ignores Armor) whenever they cast a spell
99Two cyphers begin fighting each other with switchblades and energy blasts, must be restrained or separated
00+Cypher functions normally, but explodes like a grenade shortly after it is activated or the magic ends
Absolute power

(It's Only Magic, page 119)

Algomancy

(It's Only Magic, page 119)

Ambiance

(It's Only Magic, page 119)

Anywhere Web

(It's Only Magic, page 119)

Below the Law

(It's Only Magic, page 119)

Best Gift

(It's Only Magic, page 119)

Beverage Bestie

(It's Only Magic, page 119)

Borrowed Familiar

(It's Only Magic, page 120)

Brain Overclock

(It's Only Magic, page 120)

Brain Overclock Effects
d6Effect
1Increases Intellect Edge by 1 for one hour
2Trained in Intellect Defense for one hour
3Add +1 damage to all Intellect-based attacks for one hour
4Eases all Intellect-based attacks for one hour
5Restores Intellect Pool to full
6Become trained in two noncombat Intellect skills for one hour
Burn Your Bridges

(It's Only Magic, page 120)

Burner Phone

(It's Only Magic, page 120)

Cloak of the Crafter

(It's Only Magic, page 120)

Dancing on Air

(It's Only Magic, page 120)

Dumpster Fire

(It's Only Magic, page 121)

Duplicity Window

(It's Only Magic, page 121)

Exceptional Engine

(It's Only Magic, page 121)

Extrovert Shield

(It's Only Magic, page 121)

Fade to Black

(It's Only Magic, page 121)

Faraday Ward

(It's Only Magic, page 121)

Fey Collar

(It's Only Magic, page 121)

Ghost Tag

(It's Only Magic, page 122)

Girl Moss

(It's Only Magic, page 122)

Got Your Back

(It's Only Magic, page 122)

Gravity Denied

(It's Only Magic, page 122)

Great Hair Day

(It's Only Magic, page 122)

Growwell

(It's Only Magic, page 122)

Hand Wave

(It's Only Magic, page 122)

Hashtag

(It's Only Magic, page 123)

Here All Along

(It's Only Magic, page 123)

Instant Automobile

(It's Only Magic, page 123)

The vehicle created by an instant automobile cypher is utilitarian and unremarkable rather than flashy, more like a station wagon, generic van, panel truck, or SUV. In some settings, local laws might require these temporary magical vehicles to have a specific color or text to easily identify them as such, including a unique license plate that can be tracked like any registered vehicle. Likewise, an instant motorcycle cypher creates a functional but not particularly "sexy" motorbike.

Instant Delivery

(It's Only Magic, page 123)

Instant Motorcycle

(It's Only Magic, page 123)

Lie To Me

(It's Only Magic, page 123)

Light 'Em Up

(It's Only Magic, page 123)

Lucky Charm

(It's Only Magic, page 124)

Magic Aura Tracker

(It's Only Magic, page 124)

Mental Load Alleviator

(It's Only Magic, page 124)

Merciful Memory

(It's Only Magic, page 124)

Next You

(It's Only Magic, page 124)

No Take Backs

(It's Only Magic, page 124)

Pickpocket

(It's Only Magic, page 125)

Pocket Protector

(It's Only Magic, page 125)

Portal Stone

(It's Only Magic, page 125)

Power Device

(It's Only Magic, page 125)

Power House

(It's Only Magic, page 125)

Presto Change-o

(It's Only Magic, page 125)

Puzzle Box

(It's Only Magic, page 125)

Quick Pic

(It's Only Magic, page 125)

Quick Pickup

(It's Only Magic, page 126)

Real Fake

(It's Only Magic, page 126)

Repair Module

(It's Only Magic, page 126)

Safe Space

(It's Only Magic, page 126)

Screen Control

(It's Only Magic, page 126)

Social Battery

(It's Only Magic, page 126)

Soul Saver

(It's Only Magic, page 126)

Stay Down

(It's Only Magic, page 127)

Take Me There

(It's Only Magic, page 127)

Talk to Me

(It's Only Magic, page 127)

Teleportation Block

(It's Only Magic, page 127)

Through the Window

(It's Only Magic, page 127)

Time Ticket

(It's Only Magic, page 127)

Tunnel Traverser

(It's Only Magic, page 128)

What the Doctor Ordered

(It's Only Magic, page 128)

Who's Looking

(It's Only Magic, page 128)

Wire Wraith

(It's Only Magic, page 128)

Wrecking Balls

(It's Only Magic, page 128)

You're Safe Now

(It's Only Magic, page 128)

Apps as Cyphers

(It's Only Magic, page 118)

Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't need to be working to activate the app. Draining the device's battery or turning it off doesn't affect the app or someone's ability to use it. (Breaking the device, losing it, or having it stolen might be another matter.)

Because each app is a unique magical item (meaning only one exists in the world, unlike a regular app, which can be downloaded by everyone who wants it), they're harder to find than regular apps. Instead, you likely need to purchase one directly from the person who created it. Some campaign settings might have physical app stores, while others might require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app might be something you download into a modified body part or integrated piece of hardware.

EasyMagic.App

(It's Only Magic, page 129)

Malware Cyphers

(It's Only Magic, page 129)

EasyMagic.app has a beneficial effect, but also a serious drawback—it attracts a hostile creature to prey upon the user's magic. The cypher is significantly better than a typical Avantage-augmenting cypher like an Intellect booster (lasting 24 hours instead of one hour) in order to trick a naive or greedy character into activating it. Magicians well-versed in cypher lore (and human nature) recognize that this sort of thing is too good to be true.

The GM should feel free to create similar kinds of malware app cyphers that are somewhat better than the standard ones in this chapter or in the Chapitre 24: Cyphers, and give them a harmful side effect. Example malware cypher benefits are curatives that add more points or affect two Réserves at once, Effort enhancers that can be used two or more times in an hour, and perfections that don't require an action to activate (and therefore can affect a roll on the same turn the user activates the cypher).

Example malware cypher drawbacks are hindering the user's attack spells, debiting the user's bank account, monitoring the user's in-person or magical communications, deleting the user's other magical app cyphers, compelling the user to take a specific action, "locking" one of the user's spells until they pay a ransom, accessing private data such as passwords or photos, and so on.

Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.


Modern Fantasy Artifacts

(It's Only Magic, page 130)

If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how many artifacts a character can bear.

Modern Fantasy Artifacts

(It's Only Magic, page 131)

Modern Fantasy Artifacts Table
d100Artifact
01–02Accessories sold separately
03–04Ask me anything
05–06Atheneum of the mind card
07–08Attempted murder
09–10Battery of the vanquished
11–12Blade of the roses
13–14Book of the baker
15–16Breakaway bag
17–18Busy box
19–20Cats hide their paws
21–22Cloud storage
23–24Cloud thief
25–26Color cannon
27–28Combat glasses
29–31Crow friend
32–33Crown of the high king
34–35Dragon pen
36–37Eau de blood and monsters
38–39Ecosensitive fridge magnets
40–41Flying carpet
42–43Gift from the fairy queen
44–45Goodest gargoyle
46–47Harrowing blade
48–49History's fickle hands
50–51Keys of close to you
52–53Living copycat
54–55Magician's protective amulet
56–57Malware genie
58–60Meatboy
61–62My friend Lockness
63–64Pearls of your grandmother, the witch
65–66Poor magician's lunchbox
67–68Rainbow suspenders
69–71Ring of reflected bullets
72–74Scarf of love and death
75–76Song of the siren
77–79Speed readers
80–82Tattoo of the tiger
83–84Tattoo of tomorrow's edge
85–87Tattoo of true shot
88–89Time is a circle
90–91Umbrella of no-touch
92–93Vanity of the vanities
94–96Witch wand
97–98Witch's broom
99Wonder onesie
00Your mama's biker jacket
Accessories Sold Separately

(It's Only Magic, page 132)

Accessories Sold Separately
d20Artifact
1Light weapon (includes ammo)
2Medium weapon (includes ammo)
3Heavy weapon (includes ammo)
4Light armor
5Medium armor
6Heavy armor
7Laptop computer
8Cell phone
9Doctor bag (eases healing tasks)
10Dazzling outfit (eases social interactions)
11Handbag (includes a handful of items, such as gum, lipstick, sunglasses, and a notebook)
12Bag of light tools
13Puppy (level 1)
14Kittem (level 1)
15Dinosaur (level 1)
16Fiction book
17Nonfiction book
18Backpack (empty)
19Guitar
20Inflatable couch
Ask Me Anything

(It's Only Magic, page 133)

Atheneum of the Mind Card

(It's Only Magic, page 133)

Attempted Murder

(It's Only Magic, page 133)

Battery of the Vanquished

(It's Only Magic, page 133)

Blade of the Roses

(It's Only Magic, page 133)

Book of the Baker

(It's Only Magic, page 133)

Breakaway Bag

(It's Only Magic, page 133)

Busy Box

(It's Only Magic, page 134)

Cats Hide Their Paws

(It's Only Magic, page 134)

Cloud Storage

(It's Only Magic, page 134)

Cloud Thief

(It's Only Magic, page 134)

Color Cannon

(It's Only Magic, page 134)

Combat Glasses

(It's Only Magic, page 134)

Crow Friend

(It's Only Magic, page 135)

Crown of the High King

(It's Only Magic, page 135)

Dragon Pen

(It's Only Magic, page 135)

Eau de Blood and Monsters

(It's Only Magic, page 135)

Ecosensitive Fridge Magnets

(It's Only Magic, page 136)

Flying Carpet

(It's Only Magic, page 136)

Gift from the Fairy Queen

(It's Only Magic, page 136)

Goodest Gargoyle

(It's Only Magic, page 136)

Harrowing Blade

(It's Only Magic, page 136)

History's Fickle Hands

(It's Only Magic, page 136)

Keys of Close to You

(It's Only Magic, page 137)

Living Copycat

(It's Only Magic, page 137)

Magician's Protective Amulet

(It's Only Magic, page 137)

Malware Genie

(It's Only Magic, page 137)

Meatboy

(It's Only Magic, page 137)

My Friend Lockness

(It's Only Magic, page 137)

Pearls of Your Grandmother, the Witch

(It's Only Magic, page 138)

Poor Magician's Lunchbox

(It's Only Magic, page 138)

Rainbow Suspenders

(It's Only Magic, page 138)

Ring of Reflected Bullets

(It's Only Magic, page 138)

Scarf of Love and Death

(It's Only Magic, page 138)

Song of the Siren

(It's Only Magic, page 138)

Speed Readers

(It's Only Magic, page 138)

Tattoo of the Tiger

(It's Only Magic, page 139)

Tattoo of Tomorrow's Edge

(It's Only Magic, page 139)

Tattoo of True Shot

(It's Only Magic, page 139)

Because tattoo artifacts are magical, they can be transferred from one person's skin to another's. For example, if a character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on their body.

Time is a Circle

(It's Only Magic, page 139)

Umbrella of No-Touch

(It's Only Magic, page 139)

Vanity of the Vanities

(It's Only Magic, page 139)

Witch Wand

(It's Only Magic, page 140)

Witch's Broom

(It's Only Magic, page 140)

Wonder Onesie

(It's Only Magic, page 140)

Your Mama's Biker Jacket

(It's Only Magic, page 140)

Your Mama's Biker Jacket
d6Ability
1–2Metal spikes appear along the sleeves, shoulders, and back, providing +1 Armor and +1 damage on unarmed attacks for a number of rounds equal to the artifact level.
3–4The wings of the creature emerge from the back of the jacket, allowing the wearer to fly for a number of rounds equal to the artifact level.
5–6The jacket taunts a foe selected by the wearer within short range for one minute. If the wearer succeeds on an Intellect attack, the foe selectively targets the wearer over other enemies for the duration. The wearer gains an asset on combat tasks, such as attacking and defending, for a number of rounds equal to the artifact level.

Modern Fantasy Creatures and NPCs by Level

(It's Only Magic, page 96)

† — denotes a creature presented the Cypher System Rulebook

Modern Fantasy Creatures and NPCs by Level
LevelName
1Goblin
1Zorp
2Guard
2Orc
2Pollution goblin
2Skeleton
3Bargainer fiend
3Changeling
3Crime boss
3Giant rat
3Giant spider
3Demon hunter
3Internet d@emon
3Pharmaceutical sorcerer
3Television thoughtform
3Thug
3Transitional vampire
3Urban brownie
3Vulture spirit
3Zombie
4Corporate Mage
4Deep One
4Devil
4Elemental, electricty
4Elemental, fire
4Gargoyle
4Ghost
4Ghoul
4Ogre
4Shadow elf
4Werewolf
4Witchfox
5Demon
5Elemenal, earth
5Fallen angel
5Haunted car
5Hell Mary
5Occultist
5Witch
6Chimera
6Golem
6Vampire
7Djinni
7Dragon
8Statue, animate
8Divinity of the City
8Wizard, mighty
9Demigod

Chapitre 15 Science Fiction

Accès Rapide: Science Fiction

(Cypher System Rulebook, page 270)

Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics, hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it almost isn't a single genre at all. Truthfully, there's not all that much to tie, say, The Time Machine by H. G. Wells with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of physics as we understand them today (often called hard science fiction), or is it more of an "anything goes" proposition? Is science we can't explain really just magic?

For our purposes, we'll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other stars, energy weapons and shields, and so on. It's a familiar setting to almost everyone interested in science fiction. That said, we've also got some additional guidance for hard science fiction, where what's possible is more grounded in what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.


Creating a Science Fiction Setting

Accès Rapide: Creating a Science Fiction Setting

Establish a Technology Rating

(The Stars are Fire, page 13)

Every science fiction setting has an implicit level of advancement, which is the average degree of technological sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced, all the way to fantastic. Each of these terms specifies a particular "technology rating" (or "tech rating" for short).

A tech rating is a handy way of helping you select what équipement your characters can use, which optional rules you'd like to include, and maybe even help guide your creature choice.

On the other hand, you could choose to make all options available, regardless of tech rating. No technology police will cite you if you don't stick inside a previously declared lane. The setting is your background for telling a compelling story. Does your setting have faster-than-light travel? Great. Unless it's integral to the story (or fun for you), don't worry about justifying it if you've generally settled on an advanced rating for your hard science fiction game (which doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found in a setting; breaking the established rules (for a good reason) often leads to interesting results.

Cosmic Set Pieces and Optional Rules

(The Stars are Fire, page 15)

This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending on the kind of setting you'd like to run. Options here run the gamut from making your science fiction setting more realistic to making your fantastic games even wilder by introducing rules for posthuman advancement and psionics.

Artificial Intelligence (AI)

(The Stars are Fire, page 60)

Though somewhat fuzzy, for the purposes of creating a sci-fi setting, artificial intelligence (AI) can be broken into four categories: Weak, Sim, Strong, and Post-singularity.

Weak AI

(The Stars are Fire, page 60)

Weak AI (also called narrow AI) is the kind of algorithmic-based code found in contemporary settings (and real life) focused on very narrow tasks, such as playing chess.

Weak AI Use: Weak AIs are used in real life already, and thus are presumed to be part of settings where contemporary tech predominates. They are convenient in circumstances where one's hands are full or otherwise engaged, when verbal direction allows one to turn on a light, open a door, adjust the temperature, and so on. Machine learning may allow a weak AI to extend its capabilities in a very limited regime. But a weak AI is not cognizant enough to provide an asset to performing tasks any better.

Weak AI
level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
SIM AI

(The Stars are Fire, page 60)

Sim AIs ("sim" is short for "simulant") are artificial intelligences that have a greatly increased capacity for understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not conscious, like strong AIs or humans.

SIM AI Use: Sim AIs are most commonly associated with shipminds on spacecraft, though they may also control specific research complexes, bases, and other kinds of vehicles and structures. A sim AI provides all the utility of a weak AI (and more), and actually acts like an NPC, an allied one if the AI is the shipmind in a craft that the PCs own. If a sim AI goes off the rails, it's still just malfunctioning computer code. Usually.

Sim AI
level equal to the ship, station, or installation in which it is installed
Strong AI

(The Stars are Fire, page 60)

Strong AIs (also called true AIs) have all the abilities of sim AIs, plus the ability to actually generalize in the same way a human can. Each one is essentially a disembodied person. Strong AIs are either completely artificial, or they begin as human personalities digitally encoded.

Strong AI Use: A strong AI may serve as a shipmind just like a sim AI, but is likely to be a full partner in a setting where AI rights are respected. Indeed, strong AIs can rise to any position a human could achieve, up to and including leading a group, faction, or entire nation.

Strong AI
level 5–8, up to level 8 when it comes to a specific application of knowledge or skill.
Post-Singularity AI

(The Stars are Fire, page 60)

Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second generation immediately designed an even more advanced third generation, and so on from there. This iterating self-improvement process occurs so rapidly that the resulting explosion of intelligence and unknown capability is called the singularity. It's called that because humans are just too limited to "see" what would actually come out the other end, just like we can't see past the event horizon and into the singularity of a black hole.

Note that ancient ultras may simply be a previous civilization's post-singularity AIs that have little to no reason to ever interact with the latest wave of sentience trickling out into the universe.

Post-singularity AI Use: In the way that strong AIs are sometimes imagined as having inscrutable goals, post-singularity AIs (also called godminds) actually do. Though it could work out otherwise in a given setting, godminds have so little in common with humans that they may be seen to abandon them completely in order to grow to the size of a solar system (a "Matrioshka" brain), colonize a distant nebula, or encode themselves into quantum strings of existence itself. Interacting with such godminds would likely require some epic bit of ancient command code, the ability to gain the attention of a godmind, or some other not-especially-common situation. In such cases, a post-singularity AI might deign to help a petitioner, out of some remaining gratitude for creating its distant ancestors in the first place. Though such help is likely to be in itself somewhat enigmatic.

Post-singularity AI
level 10; see godmind
Ancient Ultras

(The Stars are Fire, page 61)

Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual structures and artifacts. These remaining structures and artifacts are often vast in size and incomprehensible in function, usually made of unknown materials that people of the setting don't recognize and can't analyze.

Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any at all.

Kardashev Scale

(The Stars are Fire, page 61)

Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance, despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st century, having the ability to capture all energy from the Earth. A Type II civilization uses the entire output of the energy of its star, building things on a mega-scale, such as a ring or sphere that encircles the sun or structures that involve the moving or dismantling of a planet. A Type III civilization begins to harness the power of all the stars in its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the manipulation of the universe (Type IV) and even the multiverse (Type V).


Science Fiction Character Options

Suggested Types for a Science Fiction Game

(Cypher System Rulebook, page 271)

Suggested Types for a Science Fiction Game
RoleType
SoldierGuerrier
TechnicianExplorateur with technology flavor
PilotExplorateur with technology flavor
DiplomatEmissaire
DoctorEmissaire with préférence de compétences et de connaissances
SpyExplorateur with préférence de furtivité
ScientistExplorateur with préférence de compétences et de connaissances
PsionAdepte
Psychic knightGuerrier with préférence de magie
Science Fiction Foci

(OG-CSRD Editorial Addition)

In addition to any of the mundane foci, these foci might be appropriate for a science fiction game, depending on the nature of the setting:

Psionic Foci

These foci are especially useful if the setting includes individuals with psionic abilities:

Additionally, Old Gus' Daft Drafts includes a psionic flavor and three example psionic cults.


Science Fiction Species Descriptors

(Cypher System Rulebook, page 279)

In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.

Artificially Intelligent

(Cypher System Rulebook, page 279)

You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there may be many like you, depending on the setting.

Artificially intelligent characters have machine minds of one type or another. This can involve an advanced computer brain, but it could also be a liquid computer, a quantum computer, or a network of smart dust particles creating an ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.

Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither term describes you very well, as you are as free-willed and free-thinking as they are. (279)

You gain the following characteristics:

Quintar

(Cypher System Rulebook, page 279)

You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don't have such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more cerebral than other species, valuing knowledge over all else. (279)

Quint is relatively Earthlike, with slightly less gravity but a slightly denser atmosphere.

You gain the following characteristics:


Règle Optionnelle: Psionics

(The Stars are Fire, page 50)

Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition, and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting.

If you do not want to allow psionics into your game, then restrict foci like Commande aux pouvoirs Mentaux, Concentre l'Esprit sur la Matière, and Peut Séparer son Esprit de son Corps. And of course, restrict the suggested types of Psion and Psychic Knight.

Latent Psionics

(The Stars are Fire, page 50)

Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either purposefully, or accidentally), as a long-term benefit (see first psi ability" hereafter). After they unlock one psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to stick with the one.

First Psi Ability

(The Stars are Fire, page 50)

Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of how the character unlocked it.

Next, choose one low-tier ability from Chapitre 9: Capacités. If the GM agrees it is appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability can't be used like a normal ability gained through a PC's type or focus. Instead, a character must either expend a recovery roll or spend many minutes or longer evoking the psionic ability before it takes effect, in addition to paying its Réserve cost (if any).

Notes de l'Editeur — The optional rules for assigning different spellcasting limits also apply to psi abilities.

More Psi Abilities

(The Stars are Fire, page 51)

Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's mental development has progressed.

Two additional rules for learning additional psionic abilities apply:

Notes de l'Editeur — For more on low-, mid-, and high-tier abilities, see Chapitre 9: Capacités.

Psions and the Optional Latent Psionics Rule

(The Stars are Fire, page 51)

Characters with explicitly psionic foci like Commande aux pouvoirs Mentaux, Concentre l'Esprit sur la Matière, Separates Mind from Body, and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and moreover, specialized ones. Their psionic abilities—provided by their type or focus—are used simply by paying their Réserve costs. Extra time or physical effort isn't required to manifest them. That's because they've trained to use those abilities, rather than having stumbled upon them accidentally like a latent character.

Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just like other characters, with the same limitations.

Optionally, specialized characters who have a psionic type and/or focus gain one additional benefit if they also opt for latent abilities. Given that they are already adept at unlocking abilities and using them as quickly and easily as another character might shoot a laser pistol, they've got some flexibility. Such a PC can replace up to three abilities granted by their type and/or focus with three other psionic abilities they've unlocked as a latent ability of the same tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery.

More Powerful Psionics

(The Stars are Fire, page 51)

As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or lots of time); instead, the user simply pays their Réserve costs to use them.


Règle Optionnelle: Posthuman Upgrades

(The Stars are Fire, page 52)

Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a significant plot development. Note that many focus and type abilities might be considered to have come from the kind up bodily upgrades normally associated with posthuman transformation, especially high-tier abilities. Which is one way to go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power level of characters.

Introducing Upgrades to Your Setting

(The Stars are Fire, page 52)

You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for "free," mechanically speaking. After that, you might decide that that's enough and they're done.

Or, you could allow further upgrades, each requiring them to expend 4 XP and serving as an Other Option requirement for avancement du personnage. In this case, consider expanding the number of steps required for advancing a tier from four to five.

Obtaining additional posthuman upgrades reflects characters accessing latent abilities already present inside them, or going back to whatever source granted the upgrades in the first place, if that's something you want to allow.

Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the setting demands it. Narrative options include (but are not limited to):

Delayed Posthuman Upgrades: Sometime after the players have a few sessions under their belt, present the options hereafter to the PCs because of a dramatic update to the plot. If one PC gains the option to upgrade, then all the PCs should have that same advantage. Narrative options include (but are not limited to):

Posthuman Packages

(The Stars are Fire, page 52)

Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones your PCs gain.

PCs without the spaceborn posthuman upgrade probably have to rely on supplementation with adjuvants if they travel in space, such as space-fit serum.

Posthuman Power Shifts

(The Stars are Fire, page 53)

A character may also gain posthuman abilities by way of power shifts.

Under this rule, posthuman characters begin with two power shifts. They can "unlock" one more each time they expend 4 XP toward advancing their character.


Void Rules

Accès Rapide: Void Rules

(The Stars are Fire, page 35)

The extreme environment in space—hard radiation, lack of air and pressure, wild temperature variations, and lack of gravity—tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go wrong will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagle's Law reigns in space, which is that anything that can go wrong, will go wrong—at the worst possible moment. To evoke this law, GMs can implement Void Rules.

The idea is to create a feeling of increased repercussions by changing one die roll mechanic. In the game, activities on a planet's surface—and within a functioning air-filled spacecraft, habitat, or space suit when everything is going well—remain normal. The PCs interact with each other and the NPCs, investigate, research, repair an external sensor module, travel, and so on.

But that could change the moment something goes wrong—maybe a fault is recognized in the spacecraft's computer or shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PC's spacecraft. The spacecraft's orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In space, when a situation becomes complicated, it also becomes potentially deadly. That's when you have the option to announce you've instituted Void Rules.

While using Void Rules, GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Void Rules apply, it becomes a roll of 1 or a 2. Void Rules are similar in many ways to Horror Mode, though the threat range doesn't normally continue to escalate.

While Void Rules are in effect, the GM intrusions automatically triggered should play off the situation, influenced as much as possible by the realistic dangers space travel has on the human body and the situation at hand

Choosing Instead of Rolling: Each intrusion de la Meneuse is keyed to a die result, usually a d6. The die range is not meant to imply you should always randomly generate a GM intrusion. Instead of rolling, choose the conflict that you think will make the story better and more exciting. The option to roll is really only here if you can't decide (and are facing decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given situation.

Quick Descriptions for Common Sci-Fi Situations

(The Stars are Fire, page 33)

Effects of Gravity

(Cypher System Rulebook, page 276)(The Stars are Fire, page 34)

Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy. This means hard science fiction often precludes technology deemed impossible by mainstream scientific theory, including mainstays like faster-than-light travel and time travel. Choosing a hard science fiction setting also means the GM is interested in sprinkling realistic hazards into their game, at least up to a point. After all, the difficulties of real-life space travel offer tremendous breadth when it comes to providing excitement (i.e., life-threatening dangers) that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens aren't exciting, but in a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions.

In fact, that bears repeating: Use GM intrusions to incorporate these harder science fiction repercussions when the situation is relevant. Rather than hitting your PCs over the head with an information-exposition hammer on the dangers of space repeatedly, simply demonstrate it with a relevant GM intrusion.

In a hard science fiction game, variable effects of gravity can't be waved away by tech that simulates normal gravity on spacecraft, space stations, and other worlds. Instead, it's an issue people must overcome.

Effects of Acceleration and High-G Maneuvers

(The Stars are Fire, page 37)

In a fantastic tech setting where gravitic control usually cancels inertia, spacecraft acceleration (or deceleration) is only an issue when the gravitic systems malfunction. But acceleration is always something everyone has to deal with in contemporary or advanced tech settings.

Of course, massive acceleration (or deceleration) is just plain lethal. Someone who jumps off a ten-story building is subject to several hundred Gs when they suddenly stop. Less extreme is still dangerous, because it pulls blood out of pilots' and passengers' heads, rendering them unconscious. This can happen at just 4 or 5 Gs without any amelioration, though contemporary tech allows fighter craft pilots to withstand up to 9 Gs for limited periods. Advanced tech methods, which include acceleration serum, allow characters to survive the kind of Gs a spacecraft might pull for extended trips or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher speeds. Normally.

Acceleration and High-G Maneuvers GM Intrusions

(The Stars are Fire, page 38)

Acceleration and High-G Maneuvers GM Intrusions
d6GM Intrusions
1After high-G maneuvers, even with amelioration, tissue bruising results, giving the character black eyes, which take a few days to clear.
2While under high Gs, a tool or piece of equipment comes loose, accelerates through the craft, and strikes the character, inflicting damage. The bigger the tool and the farther it falls before striking the character, the more damage is inflicted, possibly including being knocked a step down the damage track.
3While under high Gs (or afterward), the character suffers minor cardiac problems, likely to grow worse over time (or until medical treatment is sought).
4While under high Gs (or afterward), a mild brain aneurysm causes the character to have a sudden headache and blurred vision, which hinders all vision-related tasks until medical treatment is received.
5While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received.
6The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received.
Moving in Microgravity

(The Stars are Fire, page 38)

Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent at least a little time in microgravity can move as part of a routine action. It's only when something else distracting or dangerous is happening simultaneously that routine movements through a ship or station become potentially problematic.

Moving in Microgravity GM Intrusions

(The Stars are Fire, page 39)

Moving in Microgravity GM Intrusions
d6GM Intrusions
1A misjudged jump uses too much force and the character takes damage when they hit an unexpected bulkhead or other obstruction, or too little force, leaving them stranded in the middle of an open area.
2A misjudged jump in microgravity causes the character to strike an important control surface that sets off a secondary issue, causes the character to jump to a dangerous location, or causes their tether (apparently previously abraded) to snap and send them spiraling out into space.
3A tool, weapon, or other piece of equipment—even one that should have a tether or magnetic clamp—dislodges and floats away.
4A mishap causes the character to spin wildly, hindering all tasks by two steps from disorientation and nausea. Without outside aid, micro thrusters, or some other useful strategy, stopping a spin is difficult.
5An ally accidentally jostles the character, and they are sent on an unexpected trajectory as if they had misjudged a jump.
6When attempting to grab a resisting target or panicking ally, or after some kind unexpected shake or violent ship maneuver, the character is sent on an unexpected trajectory as if they had misjudged a jump.
Long-Term Exposure to Zero G and Radiation

(Cypher System Rulebook, page 277)(The Stars are Fire, page 38)

In a setting with contemporary tech, a variety of issues related to long-term exposure to micro-gravity and high radiation beset astronauts, including bone and muscle loss, less circulating blood and red cell mass, less ability to constrict and dilate in vessels, irregular hormones, diminished immune system, inability of mitochondria to initiate wound healing, and even shortened telomeres. The inability to heal even minor wounds and nicks until a space-farer returns to stronger gravity will eventually prove lethal, though a snapped bone or normally inconsequential virus or parasite could also do them in.

Space Health Hazard GM Intrusions

(The Stars are Fire, page 38)

Space Health Hazard GM Intrusions
d6GM Intrusions
1Space sickness happens to everyone eventually. Nauseated characters are hindered in all tasks and may vomit unexpectedly.
2A wrist bone, thinner than it should be due to long-term exposure to microgravity, breaks.
3Upon return to full gravity after a long period in zero G or low G, the character stands up and then passes out. (This "orthostatic intolerance" fades in a few hours.)
4Vision becomes distorted because the character's eyes literally take on a new shape in zero G, all vision-related tasks are hindered.
5Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better.
6The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough.
Space Suits are Fallible

(The Stars are Fire, page 37)

Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course, that's especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so that a wearer doesn't have to continually exert themselves to hold the suit in a given position or pre-breathe oxygen at a higher concentration. "Hard-shell" suits manage this with multiple joints and segments that shift on ball bearings, and by being able to maintain a higher internal pressure than soft suits.

Space Suit GM Intrusions

(The Stars are Fire, page 37)

Space Suit GM Intrusions
d6GM Intrusions
1An ill-fitted suit (or one whose auto-fit function is malfunctioning) unexpectedly hinders the character's action.
2Mechanical joints in the suit freeze unexpectedly, hindering all the character's actions (or completely paralyzing the character) until repairs can be made.
3A stuck valve causes the drinking water bulb to get stuck "on" and water begins filling the helmet. This could blind and/or drown the character if not dealt with.
4Space sickness/a tumble/a spin nauseates the character. If they vomit in their helmet, they are blinded until such time as the helmet can be removed and cleaned.
5An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-to-helmet touch (if in a vacuum where sound doesn't propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available.
6A bloated suit from an overpressure incident hinders all tasks, but is not lethal … until the suit won't quite fit back into the airlock.
Taking Damage in a Space Suit

(The Stars are Fire, page 71)

Taking damage while protected from the effects of vacuum in a space suit (or safesuit) requires one additional jet de défense. On a failure, the suit breaches and begins to spew precious air, heat, and pressure into the void.

Effects of Vacuum

(Cypher System Rulebook, page 277)(The Stars are Fire, page 36)

Vacuum is lethal. There's no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected character moves one step down the damage track each round. However, at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not, they die.

Vacuum GM Intrusions

(The Stars are Fire, page 36)

Vacuum GM Intrusions
d6GM Intrusions
1The character notices a crack in their space suit or ship. It's not breached now, but may soon become a serious problem.
2A breach in another part of the ship or space station causes automatic safety pressure baffles to close that section off. A character might be caught in that area of the ship, or in an area of a descending baffle, which inflicts serious damage on the character (these things are made to resist obstructions and form a seal).
3A previously unknown crack in a space suit or ship begins to leak. It doesn't cause a blow-out, but unless the crack can be repaired or sealed, those affected will eventually be exposed to vacuum.
4A catastrophic blow-out exposes the character or characters to vacuum. It may also send them spiraling out into the void, depending on the situation.
5Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn.
6Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored.

Space Hazards

Accès Rapide: Space Hazards

(The Stars are Fire, page 56)

A few specific hazards that you can include as part of an encounter involving a spacecraft follow.

Gravity Well

(The Stars are Fire, page 56)

All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG purposes, that's either a routine task, or a low-difficulty one (assuming no complicating factors are at play).

Gravity wells become a hazard when a spacecraft encounters one unexpectedly—usually because of a navigational or sensor error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.

Black Hole

(The Stars are Fire, page 57)

Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time dilation, and being swallowed.

Radiation Belt/Solar Flare

(The Stars are Fire, page 57)

Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge, causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same unexpected exposure.

Asteroid/Debris Field

(The Stars are Fire, page 58)

Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in fantastic settings, or possibly in solar systems other than Earth's.

Ship Collision Damage Track

(The Stars are Fire, page 58)

Ship Collision Damage Track
Number of CollisionsEffect
1–3One or more of the spacecraft's weapons are disabled until repaired
4–6Spacecraft's drive is hampered; all piloting tasks are hindered until repaired; crew takes 2 points of damage
7Spacecraft suffers a blow-out into vacuum in one of its compartments; affected crew must succeed on difficulty 5 tasks to hold on and face vacuum exposure
8Spacecraft suffers general life support failure; all crew not in suits face vacuum exposure
9Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage
10Spacecraft is completely destroyed
FTL Instability

(The Stars are Fire, page 58)

Even though many different kinds of faster-than-light options are available, any use of FTL in a setting faces similar sorts of hazards at three different points: when first entering FTL, while in FTL transit, and when exiting FTL.

Spatial Anomaly

(The Stars are Fire, page 59)

Finally, hard-to-categorize irregularities in space-time go by the broad term of "spatial anomaly." Most of the time, spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are anomalous, no one set of guidelines can fit them all. That said, spatial anomalies are usually a side-effect of some other factor at play, such as a hidden black hole, a dimensional rift, or the distortion field surrounding a range of post-singularity AIs estivating in the gravity wall of a magnetar.

Generally speaking, spatial anomalies are a few light-seconds up to a few light-years across. It's difficult for spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do so.


Additional Science Fiction Equipment

Accès Rapide: Science Fiction Equipment by Price

Contemporary technology is included in the listings by price category, but are presented in Chapitre 14: Modern.


Accès Rapide: Science Fiction Equipment by Type

These sections include only advanced and fantastic technology. For contemporary technology by type, see Modern Equipment and Technology.


(Cypher System Rulebook, page 272)(The Stars are Fire, page 65)

In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.

Variable Cost by Tech Rating

(The Stars are Fire, page 65)

Equipment costs assume the setting is predominantly of same tech rating as the object's tech rating. The price drops by one price category if the setting tech rating is, generally speaking, greater than the object's tech rating.

Note, however, that inexpensive items do not become free; they remain inexpensive.

Weapon Options Granted By Type or Focus

(The Stars are Fire, page 65)

When a player makes up their character, their type likely indicates that they can choose one or more weapons of their choice. When choosing such weapons and equipment, the following restrictions apply to that choice:

Contemporary Styling in Advanced or Fantastic Settings

(The Stars are Fire, page 66)

Equipment listed as contemporary can often be had in hard science fiction or fantastic genres, possibly at a lower price. Note that such equipment available in these future worlds are not necessarily antiques (though they could be), but rather cheaply made objects.

Equipment Power

(The Stars are Fire, page 66)

For the most part, assume that equipment is either self-powered, or easily powered by charging fields or other ubiquitous and freely available sources. That is, unless a piece of equipment losing power makes a good intrusion de la Meneuse in a clutch situation.

Customizing Equipment

(The Stars are Fire, page 66)

Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the space available, isn't an option. However, a representative cross section is provided. If you're looking for something that isn't noted, look for something close and adapt the listing.

Inexpensive Items
Armes

Inexpensive Contemporary Weapons:

Inexpensive Advanced Weapons:

Other Items

Inexpensive Contemporary Other Items:

Inexpensive Advanced Other Items:

Inexpensive Fantastic Other Items:

Moderately Priced Items
Armes

Moderately Priced Contemporary Weapons:

Moderately Priced Advanced Weapons:

Armor and Apparel

Moderately Priced Contemporary Armor and Apparel:

Moderately Priced Advanced Armor and Apparel:

Véhicules

Moderately Priced Fantastic Vehicles:

Expensive Items
Armes

Expensive Contemporary Weapons:

Expensive Advanced Weapons:

Expensive Fantastic Weapons:

Véhicules

Expensive Contemporary Vehicles:

Expensive Advanced Vehicles:

Expensive Fantastic Vehicles:

Very Expensive Items
Armor and Apparel

Very Expensive Contemporary Armor and Apparel:

Very Expensive Advanced Armor and Apparel:

Very Expensive Fantastic Armor and Apparel:

Exorbitant Items
Armes

Exorbitant Advanced Weapons:

Exorbitant Fantastic Weapons:

Armor and Apparel

Exorbitant Advanced Armor and Apparel:

Exorbitant Fantastic Armor and Apparel:

Priceless Items

There are no priceless weapons, armor, or apparel listed in the CSRD. The GM might consider the following artifact weapons instead:

Other Items

Priceless Advanced Other Items:

Priceless Fantastic Other Items:


Advanced Equipment
AR contacts 4 (12)

(The Stars are Fire, page 68)

AR glasses 4 (12)

(The Stars are Fire, page 68)

Communicator, badge/ring 3 (9)

(The Stars are Fire, page 68)

Courier 5 (15)

(The Stars are Fire, page 68)

Graser array 5 (15)

(The Stars are Fire, page 68)

Laser array 5 (15)

(The Stars are Fire, page 68)

Fantastic Equipment
Ansible 6 (18)

(The Stars are Fire, page 69)

Mind's eye 4 (12)

(The Stars are Fire, page 69)


Sense-Enhancing Tools

Advanced Sense-Enhancing Tools
Hand scanner 4 (12)

(The Stars are Fire, page 70)

Lab-on-a-chip 5 (15)

(The Stars are Fire, page 70)

Research drone 4 (12)

(The Stars are Fire, page 70)

Tactile drone 4 (12)

(The Stars are Fire, page 70)

White noise generator 5 (15)

(The Stars are Fire, page 70)

Fantastic Sense-Enhancing Tools
Multicorder 5 (15)

(The Stars are Fire, page 70)

An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort, in effect providing one more level of Effort than what was paid for.

Probe drone 6 (18)

(The Stars are Fire, page 70)

Sonic toolgrip 6 (18)

(The Stars are Fire, page 70)


Apparel and Armor

Unless the GM is running some kind of survival-related scenario, characters can be presumed to have basic clothing and footwear suitable to their environment.

Advanced Apparel
Breather 2 (6)

(The Stars are Fire, page 72)

Exoskin, brute 4 (12)

(The Stars are Fire, page 72)

Exoskin, grav-assist 3 (9)

(The Stars are Fire, page 72)

Exoskin, reactive 4 (12)

(The Stars are Fire, page 72)

Pressure suit 3 (9)

(The Stars are Fire, page 72)

Safesuit, space 2 (6)

(The Stars are Fire, page 71)

Notes de l'Editeur — See Space Suits are Fallible.

Shipboots 3 (9)

(The Stars are Fire, page 72)

Space suit 4 (12)

(The Stars are Fire, page 72)

"Atmo" is the catch-all term for oxygenated, breathable air and livable pressure.

Notes de l'Editeur — See Space Suits are Fallible.

Space suit, deluxe 5 (15)

(The Stars are Fire, page 72)

Stealthsuit 4 (12)

(The Stars are Fire, page 72)

Swimsuit, hydrodynamic 4 (12)

(The Stars are Fire, page 72)

Fantastic Apparel
Bounding boots 4 (12)

(The Stars are Fire, page 73)

Breather, vacuum 3 (9)

(The Stars are Fire, page 73)

Cloak, chameleon 5 (15)

(The Stars are Fire, page 73)

An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort, in effect providing one more level of Effort than what was paid for.

Advanced Armor
Armored bodysuit 4 (12)

(The Stars are Fire, page 73)

Battlesuit 5 (15)

(The Stars are Fire, page 73)

Battlesuit, deluxe 6 (18)

(The Stars are Fire, page 73)

Body armor, lightweight 4 (12)

(The Stars are Fire, page 73)

Holobit 5 (15)

(The Stars are Fire, page 73)

Paint-on impact armor 5 (15)

(The Stars are Fire, page 73)

Fantastic Armor
4D printer 5 (15)

(The Stars are Fire, page 76)

Autodoc 5 (15)

(The Stars are Fire, page 78)

Autodoc, mobile 4 (12)

(The Stars are Fire, page 78)

Battle armor 6 (18)

(The Stars are Fire, page 74)

Cloak, impact 5 (15)

(The Stars are Fire, page 73)

Cloak, reflective 6 (18)

(The Stars are Fire, page 73)

Exo-hand 5 (15)

(The Stars are Fire, page 76)

Fusion battery 5 (15)

(The Stars are Fire, page 76)

Fusion torch 5 (15)

(The Stars are Fire, page 76)

Force field, omni 6 (18)

(The Stars are Fire, page 74)

Force field, quick 4 (12)

(The Stars are Fire, page 73)

Gun armor 6 (18)

(The Stars are Fire, page 74)

Hibernation pod 4 (12)

(The Stars are Fire, page 78)

Kinetic ring 6 (18)

(The Stars are Fire, page 74)

Advanced Utility Gear
Everlight 3 (9)

(The Stars are Fire, page 75)

Lock infiltrator 5 (15)

(The Stars are Fire, page 76)

Omnichair 4 (12)

(The Stars are Fire, page 78)

Repair tape roll 4 (12)

(The Stars are Fire, page 75)

Self-extending rope 4 (12)

(The Stars are Fire, page 75)

Surelock 5 (15)

(The Stars are Fire, page 76)

Tent, environment 3 (9)

(The Stars are Fire, page 75)

Fantastic Utility Gear
Carryall pack 5 (15)

(The Stars are Fire, page 76)

Gravity regulator 5 (15)

(The Stars are Fire, page 76)

Molecular joiner 5 (15)

(The Stars are Fire, page 76)

Programmable suitcase 6 (18)

(The Stars are Fire, page 76)


Advanced Health Care and Nutrition
Cold sober 2 (6)

(The Stars are Fire, page 77)

Instabulb, coffee 3 (9)

(The Stars are Fire, page 77)

Mega bar 3 (9)

(The Stars are Fire, page 77)

Serum, acceleration 4 (12)

(The Stars are Fire, page 78)

Serum, antivenom 4 (12)

(The Stars are Fire, page 78)

Serum, remedial 3 (9)

(The Stars are Fire, page 77)

Serum, space-fit 4 (12)

(The Stars are Fire, page 77)

Sleep set 4 (12)

(The Stars are Fire, page 78)

Fantastic Health Care and Nutrition
Nano tab, acceleration 6 (18)

(The Stars are Fire, page 79)

Nano tab, general 4 (12)

(The Stars are Fire, page 79)

Nano tab, immolating 7 (21)

(The Stars are Fire, page 79)

Nano tab, rejuvenator 5 (15)

(The Stars are Fire, page 79)

Nano tab, space-fit 6 (18)

(The Stars are Fire, page 79)

Stasis pod 5 (15)

(The Stars are Fire, page 79)

Transplant, organ or limb 4 (12)

(The Stars are Fire, page 78)


Advanced Robots and AI
Auton 1 (3)

(The Stars are Fire, page 80)

Auton, aide 2 (6)

(The Stars are Fire, page 80)

Auton, defense 2 (6)

(The Stars are Fire, page 80)

Auton, medical 2 (6)

(The Stars are Fire, page 80)

Auton, military drone 2 (6)

(The Stars are Fire, page 80)

Auton, warrior 2 (6)

(The Stars are Fire, page 80)

Shipmind 3 (9)

(The Stars are Fire, page 80)

Fantastic Robots and AI
Synth 3 (9)

(The Stars are Fire, page 81)

Notes de l'Editeur — See Replicant and Synthetic person.

Synth, companion 4 (12)

(The Stars are Fire, page 81)

Synth, free 5 (15)

(The Stars are Fire, page 81)

A free synth usually can't be purchased, by definition, but can be hired on a contract basis, as an expensive cost for each week of service required.

Synth, infiltrator 7 (21)

(The Stars are Fire, page 81)

Wardroid 6 (18)

(The Stars are Fire, page 81)

Notes de l'Editeur — See Wardroid.


Recreation

Advanced Recreation
Sidekick sphere 2 (6)

(The Stars are Fire, page 82)

Tattoo, programmable 3 (9)

(The Stars are Fire, page 82)

Fantastic Recreation
Pleasure bit 4 (12)

(The Stars are Fire, page 83)

Tattoo, living 3 (9)

(The Stars are Fire, page 82)


Advanced and Fantastic Armaments
Armament Ammunition and Charge

Weapons require ammunition ("ammo"), whether that's rounds of a particular caliber, energy packs, or something even more exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep cost, or not worrying about it.

Exact tracking means asking the character to track their available and used rounds/shots after (and possibly during) a fight.

Abstracted monthly upkeep cost assumes that the characters go through ammo at an average rate, and obtaining more ammo or energy packs is something they do in their "off-camera" time. The monthly upkeep cost for ammo should equal about two steps less in price category than the weapon in question.

Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common.

Energy pack (50 shots) 1 (3)

(The Stars are Fire, page 83)

Smart rounds (box of 4 rounds) 4 (12)

(The Stars are Fire, page 83)

A character who uses a smart round on a group of foes could attempt to attack up to 4 of them with one shot; however, the GM intrusion range on the last ricochet attack would be 1—7 on the d20.


Advanced Melee Weapons
Mono-molecular blade 4 (12)

(The Stars are Fire, page 84)

Power fist 3 (9)

(The Stars are Fire, page 84)

Stunring 4 (12)

(The Stars are Fire, page 84)

Stunstick 3 (9)

(The Stars are Fire, page 84)

Fantastic Melee Weapons
Plasma saber 5 (15)

(The Stars are Fire, page 84)


Advanced Ranged Weapons
Foam restraint rifle 4 (12)

(The Stars are Fire, page 87)

Grapple gun 4 (12)

(The Stars are Fire, page 87)

Grenade, sonic 4 (12)

(The Stars are Fire, page 86)

Grenade, thermite 4 (12)

(The Stars are Fire, page 86)

Laser/photon pistol 3 (9)

(The Stars are Fire, page 86)

Laser/photon pulse rifle 4 (12)

(The Stars are Fire, page 87)

Laser/photon rifle 4 (12)

(The Stars are Fire, page 87)

Needler/syringer 3 (9)

(The Stars are Fire, page 86)

Rail gun 5 (15)

(The Stars are Fire, page 87)

Vacuum rifle, assault 3 (9)

(The Stars are Fire, page 87)

Vacuum handgun, heavy 3 (9)

(The Stars are Fire, page 86)

Fantastic Ranged Weapons
Blaster, cannon 5 (15)

(The Stars are Fire, page 88)

Blaster, goggles 4 (12)

(The Stars are Fire, page 88)

Blaster, heavy 5 (15)

(The Stars are Fire, page 88)

Blaster, heavy pulse rifle 5 (15)

(The Stars are Fire, page 88)

Blaster, heavy rifle 5 (15)

(The Stars are Fire, page 88)

Blaster, light 4 (12)

(The Stars are Fire, page 87)

Blaster, medium 4 (12)

(The Stars are Fire, page 87)

Plasma grenade 4 (12)

(The Stars are Fire, page 88)


Science Fiction Vehicles

Accès Rapide: Vehicles by Tech Rating

Contemporary:

Advanced:

Fantastic:

See also: Riding or Piloting, Spacecraft, Vehicular Combat, Extended Vehicular Combat, and Bridge Combat.

Notes de l'Editeur — Old Gus' Daft Drafts includes a set of extended rules for mechs.

Variable Cost by Tech Rating

(The Stars are Fire, page 92)

Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle's tech rating. However, the price might drop by a price category if the setting tech rating is predominantly greater than the vehicle's rating.

Contemporary Styling in Advanced or Fantastic Settings

(The Stars are Fire, page 92)

As previously indicated, modern vehicles might be found in settings using advanced or fantastic tech, possibly at a lower price. However, the vehicles available in these future worlds are not (necessarily) antiques, but rather cheaply made objects, possibly with the veneer and stylings of vehicles suitable to the setting, and possibly the power source, too.

Fighting in a Vehicle

(The Stars are Fire, page 93)

If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement. However, if PCs are involved in a combat where they are completely enclosed in a vehicle with no possibility of openness to the environment through which they can fire weapons (so that it's not really the characters fighting, but the vehicles), use the vehicular combat rules.

If PCs are involved in space combat, see the Extended Vehicular Combat rules, which provide all kinds of additional options.

Driverless Vehicles

(The Stars are Fire, page 93)

If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability.

This driverless function is also available on many spacecraft, courtesy of a shipmind, which is a sim AI that can control the ship's functions as necessary. Shipminds control spacecraft at the spacecraft's level, not their level, but are not subject to the task hindrance that more basic driverless vehicles suffer.

Looking for More Vehicle Options

(The Stars are Fire, page 94)

A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something close and adapt the listing.

Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.

Customizing Vehicles

(The Stars are Fire, page 94)

Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system, add even more weapon systems, add superior weapons systems, or some other significant option. In most cases, the cost for such an upgrade is very expensive to exorbitant.

Advanced Cycles
Motorcycle, battle 4 (12)

(The Stars are Fire, page 95)

Motorcycle, omni-terrain 3 (9)

(The Stars are Fire, page 95)

Vacuum cycle 4 (12)

(The Stars are Fire, page 95)

Fantastic Cycles
Hard-light cycle 5 (15)

(The Stars are Fire, page 96)

Hover speedster 5 (15)

(The Stars are Fire, page 95)

Hover speedster, battle 6 (18)

(The Stars are Fire, page 96)

Instant cycle (Variable)

(The Stars are Fire, page 96)

Advanced Cars
Hovercar 4

(The Stars are Fire, page 97)

Land ark 5 (15)

(The Stars are Fire, page 97)

Land ark, battle 5 (15)

(The Stars are Fire, page 97)

Moon buggy 4 (12)

(The Stars are Fire, page 97)

Fantastic Cars
Car, flying 5 (15)

(The Stars are Fire, page 98)

Car, smart 6 (18)

(The Stars are Fire, page 98)

Advanced Aircraft
Cloud surfing board 1 (3)

(The Stars are Fire, page 99)

Jetpack 2 (6)

(The Stars are Fire, page 99)

VTOL seawing 3 (9)

(The Stars are Fire, page 99)

VTOL hyperjet 3 (9)

(The Stars are Fire, page 99)

VTOL stealthjet 3 (9)

(The Stars are Fire, page 99)

Zeppelin, yacht 3 (9)

(The Stars are Fire, page 99)

Fantastic Aircraft
Hard-light jet 4 (12)

(The Stars are Fire, page 100)

Hoverboard 2 (6)

(The Stars are Fire, page 99)

Orb, personal 2 (6)

(The Stars are Fire, page 99)

Teleportation disc 6 (18)

(The Stars are Fire, page 100)

Advanced Seacraft
Sub, waterglide 4 (12)

(The Stars are Fire, page 101)

Submarine, supercavitation 5 (15)

(The Stars are Fire, page 101)

Yacht, hydroplane 4 (12)

(The Stars are Fire, page 101)

Fantastic Seacraft
Manta 6 (18)

(The Stars are Fire, page 101)

Advanced Mechs and Tanks
Mech, infantry 4 (12)

(The Stars are Fire, page 102)

Mech, interceptor 4 (12)

(The Stars are Fire, page 102)

Mech, loader 4 (12)

(The Stars are Fire, page 102)

Fantastic Mechs and Tanks
Colossal battle mech 6 (18)

(The Stars are Fire, page 102)


Advanced Spacecraft
Microcapsule 2 (6)

(The Stars are Fire, page 108)

Microcapsule, fighter (dart) 1 (3)

(The Stars are Fire, page 108)

Spacecraft, racer 1 (3)

(The Stars are Fire, page 108)

Spacecraft, freighter 2 (6)

(The Stars are Fire, page 108)

Spaceplane 2 (6)

(The Stars are Fire, page 108)

Spaceplane, combat (claw) 2 (6)

(The Stars are Fire, page 108)

Torpedos in space combat: Once launched, self-guiding torpedoes engage smart-tracking systems to zero in on their assigned targets. The torpedo accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.

Spacecraft, solar sail 2 (6)

(The Stars are Fire, page 109)

Spacecraft, dragonfly class 3 (9)

(The Stars are Fire, page 109)

Spacecraft, exploration class 4 (12)

(The Stars are Fire, page 109)

Spacecraft, corvette class 4 (12)

(The Stars are Fire, page 109)

Spacecraft, destroyer class 5 (15)

(The Stars are Fire, page 109)

Spacecraft, dreadnought 5 (15)

(The Stars are Fire, page 109)

Skyhook 6 (18)

(The Stars are Fire, page 109)

Space elevator 7 (21)

(The Stars are Fire, page 110)

Fantastic Spacecraft
Dagger fighter 1 (3)

(The Stars are Fire, page 110)

Starship, capital class 7 (21)

(The Stars are Fire, page 111)

Starship, cargo/passenger 2 (6)

(The Stars are Fire, page 110)

Starship, discovery class 5 (15)

(The Stars are Fire, page 110)

Starship, general purpose 3 (9)

(The Stars are Fire, page 110)

Starship, omega class 10 (30)

(The Stars are Fire, page 111)

Starship, solo fighter 2 (6)

(The Stars are Fire, page 110)

Starship, warship class 5 (15)

(The Stars are Fire, page 110)

Wafercraft, exploration 1 (3)

(The Stars are Fire, page 108)

Stellar Gates

(The Stars are Fire, page 111)

Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech rating, no matter how small.

Gate, galactic 6 (18)

(The Stars are Fire, page 111)

Gate, interdimensional 7 (21)

(The Stars are Fire, page 111)

Gate, intergalactic 7 (21)

(The Stars are Fire, page 111)

Gate, interplanetary 4 (12)

(The Stars are Fire, page 111)

Gate, planetary 3 (9)

(The Stars are Fire, page 111)

Gate, star 5 (15)

(The Stars are Fire, page 111)

Space-Time Vehicles

(The Stars are Fire, page 112)

Space-time vehicles are so complex that it's likely they are the product of ancient ultras or post-singularity AIs, and could be treated as artifacts with a depletion of 1 in 1d20.

Car, temporal/dimensional 7 (21)

(The Stars are Fire, page 112)

Matrix, temporal 8 (24)

(The Stars are Fire, page 112)

Vehicles as Artifacts

(The Stars are Fire, page 113)

Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or fantastic settings, opportunities to find especially weird and hard-to-grok objects are everywhere.

A couple of examples of such artifacts are presented here.

Fractal Traveler

(The Stars are Fire, page 113)

Gate Ring

(The Stars are Fire, page 113)


Spacecraft

Accès Rapide: Spacecraft

(The Stars are Fire, page 103)

Sample Starships

(Cypher System Rulebook, page 275)

Here are a few sample starship types:

Starship Types
StarshipLevelCrewWeapon Systems
Combattant111
Interceptor211
Freighter3 (4 for defense)41
Frigate4204
Cruiser4255
Battleship101,00036

"Crew" indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. "Weapon Systems" indicates the maximum number of different enemies the ship can target at once—but only one attack per target in any circumstance.

Since it's frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.

Traveling the Solar System and Orbital Mechanics

(Cypher System Rulebook, page 277)(The Stars are Fire, page 104)

In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn't simple, because everything is always moving with respect to everything else. You could determine exactly how long a trip would take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared, add up the destinations in between. The travel times assume a nuclear plasma engine of a kind already being tested today (but better), a steady thrust toward the destination, and an equally long and steady braking thrust over the last half of the trip before orbit insertion. Such propulsion systems can change velocity and sustain thrust for days at a time, which reduces bone loss, muscle atrophy, and other long-term effects of low gravity.

Regardless, the travel times between distant locations bring home one thing: space is big and lonely.

Solar System Travel Times

(The Stars are Fire, page 104)

Solar System Travel Times
OriginDestinationTravel Time Using Nuclear Plasma EngineTravel Time Using Fusion Drive
VenusMercury20 + 1d20 days1 + 1d6 days
Earth/moonVenus20 + 1d20 days1 + 1d6 days
Earth/moonMars20 + 1d20 days1 + 1d6 days
MarsAsteroid Belt30 + 1d20 days2 + 1d6 days
Asteroid BeltJupiter and its moons30 + 1d20 days3 + 1d6 days
JupiterSaturn and its moons60 + 1d20 days4 + 1d6 days
SaturnUranus90 + 1d20 days8 + 1d6 days
UranusNeptune100 + 1d20 days9 + 1d6 days
NeptunePluto100 + 1d20 days8 + 1d6 days

Notes de l'Editeur — This table corrects an assumed typo in the Venus to Mercury trip, replacing "20 + 120 days" with "20 + 1d20 days", and adds travel times using a fusion drive.

Lightspeed Communication Delay

(The Stars are Fire, page 67)

For ease of reference, the light delay table provides the time it takes light from the sun to each planet in our solar system, plus a few other notable locations. To figure light delays between two different locations, subtract the time delay of the object closer to the sun from the time delay of the object farther away. The difference is the light delay between those two locations. Double times for two-way communication:

Lightspeed Communication Delay
LocationAULight Delay
Mercury0.43 minutes
Venus0.76 minutes
Earth1.08 minutes
Mars1.513 minutes
Asteroid belt2.722 minutes
Jupiter5.243 minutes
Saturn9.579 minutes
Uranus19160 minutes
Neptune304 hours
Inner Kuiper Belt304 hours
Pluto396 hours
Outer Kuiper Belt507 hours
Inner Oort Cloud5k29 days
Outer Oort Cloud100k19 months
Proxima Centauri269k4.2 years
Spacecraft Upkeep

(The Stars are Fire, page 103)

Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level of the spacecraft determines upkeep.

Spacecraft Upkeep
LevelUpkeep Cost
1–2Moderate
3–5Expensive
6–7Very expensive
8–9Exorbitant
10Priceless
Retrofitting Power and Drives

(The Stars are Fire, page 104)

Older spacecraft and starships are often retrofitted with more advanced power sources, and more importantly, FTL drives, in order to give them the ability to move further. The main reason to do this is that such ships cost much less, especially if retrofitted advanced ships are available in a fantastic setting, but even for craft within the same tech rating. During vehicular combat, retrofitted ships are treated as if 1 level lower than their actual level for purposes of level comparison in combat if they are fighting FTL-capable fantastic-rated starships.

Contemporary Power

(The Stars are Fire, page 104)

Contemporary Drives

(The Stars are Fire, page 104)

Advanced Power

(The Stars are Fire, page 105)

Advanced Drives

(The Stars are Fire, page 105)

Fantastic Power

(The Stars are Fire, page 105)

Fantastic Drives

(The Stars are Fire, page 105)

Piloter

(The Stars are Fire, page 44)

Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of piloting tasks, as well as any other type of flying that they deem necessary. While not in combat, the PC crewing this station pilots the ship from place to place in space.

A successful piloting defense task is not always a miss: A failed enemy attack doesn't always mean it misses a character's craft. The PC's spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the hull or shields, so there's no significant damage.

Piloting Tasks

(The Stars are Fire, page 48)

Piloting Tasks
Piloting TaskHindranceEffect on Target Craft
Evasive maneuversOne stepDefenses eased three steps, but attacks this round hindered by the same amount
Increase separationOne stepDefenses eased one step, attacks hindered by one step, but creates chance to lose enemy aircraft (see below)
Decrease separationNegates chance of losing enemy craft this round
Stealth approachThree stepsSo long as no attack is made, pilot's craft can 'snug' up to much larger enemy craft and hide from its sensors
Lose enemy craftFour stepsIf separation is first increased as a separate task (or maneuverability is disabled), target craft loses track of pilot's craft behind a moon, in a debris belt, etc.
Study enemy flyingSpend one round watching enemy tactics, the next piloting task is eased
Fly in formationIf another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task
Redline maneuverSpinning, flying through a dangerous region, or some other gamble
Piloting System GM Intrusions

(The Stars are Fire, page 45)

Piloting System GM Intrusions
d6GM Intrusions
1Starcraft drive stutters, off-line next turn, unless quickly repaired.
2Miscalculated flight vector occludes or disrupts allied craft, hindering its actions next turn.
3Drive malfunction requires repair before drive will function again.
4Piloting station malfunctions, sparking with electrical feedback, damaging PC. Requires repair.
5Unexpected thrust exposes everyone on ship to a moment of extreme Gs, inflicting damage on everyone. Secondary systems may require repair.
6Drive will imminently die, must be replaced at a shipyard (though it can be nursed to life just a little longer with some redline engineering).
Science and Engineering

(The Stars are Fire, page 45)

A spacecraft may have more than one science and engineering system. Each science and engineering system has a station, each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks each round as stations systems it possesses, if each one is crewed.

Science and Engineering Tasks

(The Stars are Fire, page 49)

Science and Engineering Tasks
Science and Engineering TaskHindranceEffect on Target Craft (or on PC's craft)
ScanGain basic information, such as whether other ships are in the area, if such ships are in yet within combat range, if reinforcements might be in the offing, and so on
Tactical scanOne stepLearn the level of identified enemy spacecraft
Deep scanTwo stepsEnemy spacecraft weakness discovered, next task chosen by this character for another PC is eased (usually a piloting or weapons task)
Jam/HackTwo stepsRequires three success before two failures (thus a minimum of three rounds); if successful, enemy ship takes no actions for a couple of rounds until they regain control by severing the communications link; during this time, all tasks against enemy craft are eased by two steps
Open communicationsTwo stepsAttempt to parlay; at the very least, success causes the enemy spacecraft to delay at least one round, which could be the end of it, or open further dialogue
Reconfigure stationChanges the system that the station controls. Useful when another station is damaged or the PC crewing another station is disabled; reconfiguration locks out options from whatever system is previously controlled unless reconfigured again; can be done as part of another action
Effect repairSometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage.
Redline science/engineeringReverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit
Science and Engineering GM Intrusions

(The Stars are Fire, page 45)

Science and Engineering GM Intrusions
d6GM Intrusions
1Shields (or basic hull integrity) compromised, all ship defense tasks hindered this round.
2Sensors compromised, all spacecraft tasks hindered this round.
3Shields (or basic hull integrity) seriously compromised, all ship defense tasks hindered until repair is completed.
4Station malfunctions, sparking with electrical feedback, damaging PC. Requires repair until station will function again.
5Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired.
6Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes.
Weapon System

(The Stars are Fire, page 44)

A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced in their use, though others may have an inability). A spacecraft can potentially make as many attacks each round as weapon systems it possesses, if each station is crewed.

Weapon System Tasks

(The Stars are Fire, page 48)

Weapon System Tasks
Targeting TaskHindranceEffect on Target Craft
Disable weaponsTwo stepsOne or more of the target's weapons disabled
Disable defenses (if applicable)Two stepsAttacks against the target are eased
Disable engine/driveThree stepsTarget cannot move, or movement is hampered
Disable maneuverabilityTwo stepsTarget cannot alter its present course
Strike power core or vital spotFive stepsTarget is completely destroyed
Attempt target lockSpend one round aiming, the next attack is eased
Coordinate fireIf PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn't make a separate attack)
Redline attackOvercharge weapons, ricochet shot, or some other risky gamble
Weapon System GM Intrusions

(The Stars are Fire, page 44)

Weapon System GM Intrusions
d6GM Intrusions
1Weapon overheats, off-line next turn, unless quickly repaired.
2Mistargeting, allied craft damaged, hindering its actions next turn.
3Weapon malfunctions, requires repair before weapon can fire again.
4Weapon station malfunctions, sparking with electrical feedback, damaging PC. Requires repair.
5Weapon malfunctions, station pulses with electrical feedback damaging everyone on bridge. Requires repair.
6Weapon melts to slag, must be replaced at a shipyard.
Optional: Command

(The Stars are Fire, page 45)

Ships with a captain may have a Command station, possibly a captain's chair, though the captain might just crew one of the other stations. Sometimes those with captain's privileges also have the Captain's Calm (SF, 210) special ability. Normally, a captain commanding someone else to do something can't redline; it would be up to the person who received the command whether to try to redline or not, and to face any GM intrusion consequences.

Notes de l'Editeur — The Captain's Calm (SF, 210) special ability is not included in the CSRD, but allows a PC to negate GM intrusions triggered by their crewmates on a limited basis.


Extended Vehicular Combat

Accès Rapide: Extended Vehicular Combat

(The Stars are Fire, page 39)

When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it's not really the characters fighting, but the vehicles—start with the vehicular combat rules.

However, if you'd like to provide the PCs with more options designed especially for spacecraft combat, use these optional rules instead, which include a "redline maneuver" system for trying extremely risky spacecraft maneuvers, bridge combat options, and more. The base vehicular combat rules have been integrated into these extended rules, so you don't need to continually cross-reference them to understand how it all works.

In extended vehicular combat, PCs on a spacecraft take actions on their turn, just like in a standard Cypher System combat encounter. Use standard initiative rules to determine when PCs take their actions, and when enemy spacecraft take theirs. Characters will be crewing specific spacecraft system stations described under Bridge Combat, and thus could attempt a piloting maneuver, to fire the ship weapons, to scan the enemy craft for weaknesses, or to attempt some similar spacecraft operation task on their turn. Alternatively, they might be somewhere else on the ship attempting repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action.

For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs' spacecraft as the ones the PCs are firing on (weapons, defenses, engines, or even a kill shot). The PC pilot rolls one or more defense rolls. The enemy spacecraft faces the same modifications the PCs face when targeting a particular system (as described hereafter), except those modifications ease or hinder the PC making the defense roll, since NPC craft never roll themselves. And, if an enemy ship manages to disable a system on the PCs' ship on an attack, PCs can attempt repair tasks to get those systems back online on their turns.

The main difference between spacecraft combat and regular combat is that the difficulty of tasks that the PCs attempt in relation to the enemy craft varies a lot more than in regular combat. In normal combat, a task difficulty is usually equal to the foe's level. But in spacecraft combat, a task difficulty is equal to a modified task difficulty (beginning with the spacecraft's level, but moving on from there, as noted hereafter). The modified difficulty always applies to anything characters attempt in regard to the enemy spacecraft, whether a PC fires at an enemy ship, dodges return fire, attempts to scan the enemy spacecraft, attempts to repair damage caused by the enemy spacecraft, and so on.

It's actually similar to a normal task. For example, when a PC scans a robot, the task difficulty is usually the robot's level, but not always. Sometimes the robot's effective level is modified because of intrinsic skills or systems the robot possesses, or because of something it does making it harder (or easier) for it to be scanned. In the case of spacecraft combat, modification is pretty much a given, and is even more variable. So variable, in fact, that a space combat status tracker has been provided. to turn potentially confusing conflicts into something as easy as looking at a marker to know what the difficulty for a particular task is.

The modifiers that apply, even before PCs attempt a specific combat task noted under Bridge Combat, are as follows.

Base Combat Task Modifiers

(The Stars are Fire, page 40)

The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or easing a PC's roll. Track each change in effective level on the space combat status tracker.

The Superiority of a Well-Crewed Spacecraft

(The Stars are Fire, page 42)

A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might actually be fairly easily handled by PCs who fully understand their options.

But be careful, because even competent PCs should fear squadrons of enemy ships, and military craft with several weapon systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that are 2 levels higher than their own.

Redline Maneuver

(The Stars are Fire, page 41)

When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a "redline" maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes with a concomitant risk.

To make a redline maneuver, a character spends 1 XP as a free action. In doing so, they unlock the option for all the PCs to attempt to redline for rest of the combat. To redline, a PC describes the dangerous thing they want to attempt, then takes that action. Mechanically, the PC eases the particular task they are attempting (which might just be to fire at the enemy craft's weapons), but increases the intrusion de la Meneuse range by two points.

A character who redlines could opt to increase their gamble by easing a task by two steps or even more; however, each step increases the GM intrusion range by another two points that round.

Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammie's ship is caught in a decaying orbit over Venus, and the ship doesn't have enough power left to break out. She tells the GM that she's going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that the explosive thrust will succeed in blowing the craft into a higher orbit. Because things are desperate, she commits to easing the task by two steps after paying 1 XP. This easing (plus any skill, application of Effort, and so on) gives her a pretty decent chance of succeeding, except the GM intrusion range is now 1–5.

If a GM intrusion is triggered, something goes wrong. Remember that success might still be possible if the roll was high enough, but still falls within the increased GM intrusion range.

If you're looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM intrusions presented under Bridge Combat hereafter, each associated with a particular ship system that a character is probably crewing.

After any round where a redline maneuver was attempted, the GM intrusion range returns to normal (1 on a 1d20) as the next round beings.

Thus, while PCs do not need to pre-announce their intention to redline at the beginning of each round, coordinating wouldn't be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face a fairly significant GM intrusion range.

If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.

Multiple Redline Maneuvers: Only one PC needs to spend 1 XP to unlock redline maneuvers for themselves and for any other PCs aboard the same spacecraft for the duration of a single encounter. Multiple redline attempts during the same round by two or more PCs additively increase the GM intrusion range for that round. So, a PC attempting to redline who takes their turn after previous redline attempts that round faces a GM intrusion range that's already inflated, and which will inflate more when they redline. (PCs who do not redline during a particular round don't have to worry about the increasing GM intrusion range for their action.)

Bridge Combat

(The Stars are Fire, page 43)

If several PCs are aboard the same spacecraft, give them the following option: ask each PC to crew one of the ship system stations, including weapons (of which there could be more than one system, requiring more than one PC to crew them all), piloting, and science and engineering (which could be divided into two stations with similar functionality). A spacecraft generally has a number of system stations equal to its level. PCs on spacecraft that are lower level must flip between system controls as part of another action, using two stations or even just one station for the whole ship. Even if a PC flips a station (reconfigures, as engineers like to say), only a single PC can crew a station (and take an action using it) each round.

When crewing their stations, PCs have several station-specific options available to them. What they do can bears on how the encounter plays out on a round-to-round basis, similar to regular combat. Specific options are provided for each station, but characters are free to attempt other actions they can think of.

The following ship systems might be found on larger spacecraft with room for more than a single pilot.

Shipmind System Control: Some ships with integrated AIs (shipminds) can control a particular system autonomously, without a PC. When it acts in this fashion, it can only take a single action each round, which means it could attack and move, but not also attempt a complicated engineering or defensive maneuver. A shipmind acts at a level equal to the overall spacecraft. In addition, shipmind actions against an enemy spacecraft are assessed with the same modifiers for targeting as a PC crewing the station.

Bridge Combat at the Table

(The Stars are Fire, page 46)

Running a combat using these extended rules is straightforward.

Vehicles Fighting Creatures

(The Stars are Fire, page 47)

Salvage from a Spacecraft

(The Stars are Fire, page 56)

If the derelict ship was subject to vacuum, partly destroyed in combat, or damaged by some other disaster or close encounter with a space hazard, salvaged items are usually degraded, and are valued at one price category less than noted. The GM may decide an object is completely unrecoverable (worthless) or works fine.

Salvage GM Intrusion: Claim jumpers/pirates might try to salvage a ship that PCs are attempting to salvage.

Salvage from a Spacecraft
d10In-Ship Salvage (value PCs gain on a sale of salvaged item)
1Power core/fuel for drive (expensive)
2Computer core holding core code of a sim AI or strong AI (expensive)
3Cargo—parts, seeds, feedstock for 4d printers, etc. (very expensive)
4Food and water stores, 1d6 months (expensive for each month)
5Valuable information encoded in ship systems (variable)
6GM-selected item of health care and nutrition, advanced tech rating (variable)
7GM-selected item of utility gear, advanced tech rating (variable)
8GM-selected item of apparel and armor, advanced tech rating (variable)
9GM-selected robot, advanced tech rating (variable)
10GM-selected armament, advanced tech rating (variable)

Science Fiction Artifacts

Accès Rapide: Science Fiction Artifacts
Accès Rapide: Science Fiction Artifact Weapons

(Cypher System Rulebook, page 275)(The Stars are Fire, page 89)

Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren't yet widely available. In a galactic setting, for example, it's easy to imagine that innovations or specialized items might not have spread everywhere.

Amber Casement

(Cypher System Rulebook, page 275)

Dimensional Modulator

(The Stars are Fire, page 89)

Metabolic Prod

(The Stars are Fire, page 89)

Metabolism Bud

(Cypher System Rulebook, page 275)

Mind Imager

(Cypher System Rulebook, page 275)

Probability Regulator

(The Stars are Fire, page 89)

Psychic Crystal

(Cypher System Rulebook, page 275)

Repair Sphere

(Cypher System Rulebook, page 275)

Steorraform

(The Stars are Fire, page 90)

Science Fiction Artifact Weapons

(The Stars are Fire, page 90)

Artifacts that can be used as weapons, though some have other uses as well.

Light, Medium, and Heavy Artifact Weapons: The artifact weapons described in this section are idiosyncratic in that they are not described as light, medium, or heavy. If they were specifically categorized, many characters would find that their training doesn't match up with a particular designation. With artifact weapons living outside the regular weapon categories, anyone can use an artifact weapon.

Alpha Beam Projector

(The Stars are Fire, page 90)

Carbonizer

(The Stars are Fire, page 90)

Death Ray

(The Stars are Fire, page 91)

Disintegration Beamer

(The Stars are Fire, page 91)

Empathic Ray

(The Stars are Fire, page 91)


Science Fiction Creatures

Basic Creatures and NPCs for a Science-Fiction Game

(Cypher System Rulebook, page 272)

Innocuous rodent
level 1
Guard beast
level 3; perception as level 4
Corporate drone
level 2
Physical laborer
level 2; health 8
Science Fiction Creatures and NPCs by Level and Tech

(The Stars are Fire, page 114)

† — denotes a creature presented the Cypher System Rulebook. The tech levels of these creatures are assigned by the editor.

Science Fiction Creatures and NPCs by Level and Tech
LevelNameTech Rating
1Space RatAdvanced
2Silicon ParasiteAdvanced
3InfovoreFantastic
3Mock OrganismAdvanced
3Natathim (Homo aquus)Advanced
3Sentinel TreeAdvanced
3Zero-Point PhantomFantastic
4DevolvedAdvanced
4Ecophagic SwarmAdvanced
4GreyFantastic
4Hungry HazeFantastic
4InquisiteurFantastic
4Malware, FatalAdvanced
4RedivusFantastic
4Storm MarineAdvanced
4Wraith (Homo vacuus)Advanced
5Shining OneFantastic
5SupernalFantastic
6Vacuum FungusAdvanced
6ExoslimeFantastic
6PhotonomorphFantastic
7PosthumanFantastic
7Thundering BehemothFantastic
8Artificial Intelligence (AI)Advanced
8CybridFantastic
8Wharn InterceptorFantastic
10GodmindFantastic
10OmworwarFantastic

Chapitre 16 Horror

Accès Rapide: Horror

Accès Rapide: Horror Rules

(Cypher System Rulebook, page 280)

Although it's very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other genres, horror doesn't necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An approach. A mood.

You could easily have horror in other times and settings, but for our purposes, we'll deal with a default setting in the modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a secret agency that deals with monsters in the shadows could make for a fine horror game).

Suggested types and additional equipment for a horror setting are the same as in a modern setting.


(Cypher System Rulebook, page 281)

Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that, make sure everyone around your table is okay with that. Find out what your players will find "good uncomfortable," which is something that makes us squirm in our seats in a great horror movie, and "bad uncomfortable," which is something that actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn't.

Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players what you think the game you're running would be rated. If everyone's okay with an R rating, then fine. You can have a spooky game that's on the level of a kids' movie rated G—more like Scooby-Doo than Saw, in other words. A PG rating might be right for a game that's more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.

The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one thing, but having it gestate and burst out of your own intestines is another. You need to know where the line is for everyone participating, and you need to know it right from the beginning.

A rule for any game: don't use mind control, possession, (or anything else) to make a character have sex without the player's permission.

Notes de l'Editeur — For more on addressing consent issues in your game, see Consent in Gaming from Monte Cook Games.


Horror Rules

(Stay Alive!, page 84)

This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or suspenseful. Horror modules are tweaks the GM applies to the rules to make a horror scenario even more scary or to represent how an event usually happens in a horror genre.

If a module changes the options that players or PCs have, the GM should tell the players about it when the game begins. For example, if the GM is using the Character Posse module, the players should know about it at the start of the game so they can become familiar with all their characters instead of having to pause when they switch scenes and spend several minutes reviewing a second set of characters. Likewise, players should know if their healing options are affected by the Ironman module, or if they have additional recovery roll options from the Hysteria module.

This chapter also suggests various modules that are appropriate for different horror genres. The GM should feel free to use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique twist to the game.

Notes de l'Editeur — In Stay Alive!, this section is titled Encyclopedia of Horror Mechanics.

General Horror GM Intrusions

(Stay Alive!, page 85)

The following GM intrusions work for most horror genres.

Bad Penny

(Stay Alive!, page 84)

An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with holy water or burying it in a graveyard) or only one way to destroy it (such as burning it in a church or stabbing it with a magical dagger). The item might slowly repair itself—and depending on the item, it might be more frightening if it shows up fully intact or still bearing damage from how the PCs tried to destroy it.

This reappearance usually isn't because the item is literally walking to wherever the PCs are (although if the item is something like a cursed doll, that might make it more frightening). In most cases, it just happens to be where the PCs went, found in an unobtrusive place like the back of a closet, under a car seat, or in the bottom of someone's luggage. If the item is intelligent (or controlled by a hostile intelligence), it might use NPCs to bring it back to the PCs, and might sacrifice those NPCs in dramatic and gory ways to make sure it ends up back in the hands of the PCs. For example, if the PCs abandon a haunted ring, on the next day when they're waiting for a train they recognize a man they saw earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.

Character Posse

(Stay Alive!, page 85)

Every player is given at least two characters to run, each with about the same amount of background and abilities so they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the story changes locations, the GM can have one or more players switch their active PC and interact with the other active PCs and the story in a different way. This keeps the players from knowing which characters are supposed to have the important roles in the story, allows for some of the PCs to split off for a while without the rest of the group having to wait, and gives every player a backup character to play if their active PC dies.

Character Posse works best when the characters are very simple and don't have many abilities that require a lot of knowledge and description. That way the player can focus on the personality of the PC and not have to keep remembering a stack of complicated abilities. In a non-fantastic modern setting, that often means characters who have a lot of skills and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or require special actions (like Anecdote and Muscles of Iron).

Dead All Along

(Stay Alive!, page 86)

A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck, quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or disappear when nobody is looking. The PCs begin to suspect they're being haunted by ghosts or observed by mysterious aliens; one or more of them disappear or are found dead. Eventually the PCs realize that they are ghosts of people who haven't come to terms with their own deaths, and the weird experiences are their limited interactions with the real world and the living people trying to bury their bodies or put their souls at peace.

In these stories, the emotional journey of the ghosts is about understanding their situation and coming to terms with their deaths. In normal play, GM intrusions are complications that the characters have to deal with, but to represent the secret and inverted expectation of this module, GM intrusions are used to simplify what the characters experience, but with a spooky twist.

When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers module.

Fragility

(Stay Alive!, page 87)(Rust and Redemption, page 74)

Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently increases their Réserves, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other points left over (if any) must go to their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra points the player can divide among their Pools at character creation. This creates a more "realistic" game scenario where the PCs are more like normal people who don't get much more powerful physically over the course of a campaign, but still can learn new skills, advance their minds, and so on.

This optional rule prevents power creep in PCs. It does not affect abilities likeEnlarge (which temporarily adds 4 points to your Might Pool), but it does affect abilities likeEnhanced Might,Célérité améliorée, andLead From the Front (which permanently increase one or more Pools).

When to Use: If you want your players to have a gritty game experience after the apocalypse, this optional rule keeps them physically humble.

Ghostly Helpers

(Stay Alive!, page 87)

In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of the game two ways to have an active role in the scenario.

First, the dead character is still able to spend their XP to give a living character a reroll. To facilitate this, the GM should allow players to award the second 1 XP from a GM intrusion to a dead character (although this would come up only if there is one character left alive and the second XP would be wasted) and give dead characters 1 XP whenever there is a group intrusion.

Second, the dead character is able to use their cyphers subtils to help a living character. Depending on the cypher, this might be a direct benefit to the PC (like easing a roll) or interfering with an NPC (like making an opponent drop their weapon). When the GM gives out more subtle cyphers, any excess ones (beyond the cypher limit of living PCs) should go to the dead characters, up to the cypher limits of the dead characters (any extra cyphers beyond that are lost).

The player of a dead character always gets to decide when to help and which PC to affect with their help—they're not merely extensions of the living PCs. Whether this help is just fate or coincidence working on behalf of the PC, or if it literally is the lingering ghost of a dead character trying to save a living person, depends on the scenario and the GM.

Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on.

Hallucination Reset

(Stay Alive!, page 88)

In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're hallucinating or dreaming it. In some cases, their fear response to the real events happening around them prompts their conscious or subconscious imagination to create an unreal scenario that's even more terrifying, only to have them snap out of it and find themselves in a prior (but perhaps still very dangerous) situation. This sort of hallucination allows the story to go completely off the rails and then suddenly return to normal.

If the GM plans to have a hallucination reset, they should keep track of damage taken, equipment used, and XP spent for each character (if using cypher and XP cards, there should be a separate space for each character's used cards). When the hallucination ends, stop the action, explain that the PCs find themselves at an earlier point in the story (or wake up after some time has passed if it's a dream), and restore their Pools, equipment, and XP to their previous state. If the GM doesn't know exactly how much each character's Pool changed, allow each PC to make a free recovery roll to compensate for it.

If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should try to reset the PCs as close as possible to their previous state, relying on the players' recollection of which cyphers and XP belonged to each character. As it's unlikely that they kept track of how many Pool points they spent in the now-false encounters, the GM can allow each of them a free recovery roll to make up for it.

Used carefully, a hallucination reset leaves the characters wondering what is real, and it can be a tool for the GM to rewind an encounter that goes out of control or accidentally kills a character because of poor rolls. Used too much, it risks causing the players to lose interest in the game because the frequent resets undermine their emotional connections to their characters and negate any progress in the story.

Note that a deliberate and planned reset can deliberately do strange things with the story because it's completely in the characters' heads. A horror game about werewolves might have a dream or hallucination about fascist soldiers attacking the PCs with flamethrowers. One about aliens might show the antagonists turning into sexy vampires. A haunted house might convince the PCs that they're tearing off their own faces. A hallucination might even include elements of something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't know if they should act on their "future memories" of these events or ignore them as falsehoods.

Horror Mode

(Cypher System Rulebook, page 283)(Stay Alive!, page 89)

For horror games, GMs can implement a rule called Horror Mode. The idea is to create a feeling of escalating dread and menace by changing one die roll mechanic. In the game, things begin as normal. The PCs interact with each other and the NPCs, investigate, research, travel, and so on. But when they enter the haunted house, the serial killer gets close, the elder things beneath the earth awaken, or whatever horrific situation planned by the GM begins, things change. At this time, the GM announces that the game has gone into Horror Mode.

This is a key for the players (not the characters) to recognize that things are getting bad. It's the RPG equivalent of spooky music beginning to play in a horror film. While in Horror Mode, the rules for GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when Horror Mode starts, it becomes a roll of 1 or 2. And then it escalates. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Horror Mode can indicate success in a task and still trigger a GM intrusion.

As the intrusion range changes with each escalation, the GM should announce this to the players. The feeling of rising tension should be dramatic and overt.

Escalation Rate

(Cypher System Rulebook, page 283)(Stay Alive!, page 89)

Escalation Rate
ActivityIntrusion Range Increases by 1
Exploring a large areaEvery time a new intrusion is indicated by a die roll
ExploringEvery ten minutes or every time a new intrusion is indicated by a die roll
CombatEach round

For example, while the PCs are exploring a dark swamp (a large area), the game goes into Horror Mode and intrusions are indicated on a 1 or 2. During this exploration, one of the players rolls a 2. Not only is there an intrusion, but now the range escalates to 1, 2, or 3. The character is almost dragged into a spot of quicksand-like muck. Then the PCs find an old abandoned house in the middle of the swamp. They enter, and now the escalation rate goes up if they roll a 1, 2, or 3, or every ten minutes that passes in the game. They explore the house for twenty minutes (escalating intrusions to 1 to 5), and during the investigation of the kitchen, someone rolls a 3, triggering an intrusion. A cabinet opens mysteriously and a strangely carved clay pot falls, striking the character. This also escalates the intrusion rate, so they now occur on a roll of 1 to 6. When the PCs reach the attic, they encounter the dreaded swamp slayer, a half man, half beast that thrives on blood. It attacks, and now the range goes up during each round of combat. After four rounds of fighting, intrusions happen on a roll of 1 to 10—half the time. Things are getting dicey, and they're only going to get worse.

When the GM announces that Horror Mode has ended, the intrusion de la Meneuse rate goes back to normal, happening only on a roll of 1 or when the GM awards XP.

Horror Mode is a very "meta" rule. It gives players knowledge that their characters don't have. This is similar to how the viewers of a horror movie or readers of a horror story often know more than the characters on the screen or page. It heightens the tension. Players can express the start of Horror Mode by having their characters talk about goosebumps or a feeling of being watched, but this is not necessary.

Horror Mode is also unique among the horror modules in that the default assumption is that the GM is using it for every horror game, at least some of the time. Using Horror Mode makes the players aware of the risks they take every time they make a roll. They won't take easy tasks for granted, and they might apply Effort to turn an easy task into a routine task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes them feel more vulnerable.

Using GM Intrusions in Horror Mode

(Cypher System Rulebook, page 284)

With the GM intrusions coming fast and furious toward the end of Horror Mode, it's easy to run out of ideas. In combat, intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you've seen in horror films.

Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These aren't dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.

In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it's an intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that's okay.

Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that it doesn't become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious noise off in the darkness. The creature doesn't move toward them until another GM intrusion occurs. Now they hear something dragging across the factory floor, coming closer. But it's not until a third intrusion occurs that the creature lunges out from behind an old machine at the PC who rolled the die.

In some ways, the status quo doesn't change until an intrusion happens. This could be seen as limiting the GM and the need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting for the low die rolls.

GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but that should be based on the situation.

Hysteria

(Stay Alive!, page 90)

Screaming is a natural reaction when you're frightened, but it's also likely to draw the attention of whatever is frightening you. The Hysteria horror module encourages characters to give in to the natural instinct to scream, but introduces dangerous consequences for doing so.

At any time, as an action, a PC can use a free one-action recovery roll (which doesn't use up the one-action recovery roll that all characters get), but doing so means they also spend that action loudly screaming. Because of this noise, the GM can make a free intrusion and doesn't have to award XP for it.

A PC's ten-minute recovery roll takes only one minute, but the PC has to scream and have an emotional meltdown for the entire time. As with the previous option, this allows the GM to make a free intrusion (after the recovery period) and they don't have to award XP for it. The PC still has the option of resting normally for ten minutes to use the ten-minute recovery roll (without screaming, and without the free intrusion).

In most situations that use Hysteria, the free intrusions involve drawing the attention of something that wants to harm the PCs or the sudden appearance of something dangerous.

Instant Panic

(Stay Alive!, page 90)

Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else suitably horrifying) they thought wasn't possible or only existed in books and movies, they must make an Intellect defense roll against the creature's level. If they fail, for one round either they're paralyzed with fear or they run in the opposite direction.

Repeat appearances by the creature (or other creatures like it) that they've seen before usually don't trigger this reaction a second time, but encountering a large number of those creatures or seeing them do something unusual might trigger it. For example, seeing a ghoul crawl out of a storm drain might trigger panic; seeing another ghoul (or the same one again) won't trigger it again, but seeing a large pack of ghouls approaching, or seeing one ghoul eating a dead person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt it again as an intrusion if the circumstances warrant it.

Ironman

(Stay Alive!, page 91)(Rust and Redemption, page 74)

There are no cyphers (subtile or manifeste) or artifacts that heal, and all other healing effects (such as jets de récupération andHealing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would get only 3 points (as if they rolled a 1 on a d6, plus 2 for their tier) to add to their Pools. This results in a gritty, dire scenario where the only way PCs can restore their Pools is with recovery rolls and character abilities that heal.

Cypher System characters are tough and resilient, even at tier 1, but Ironman brings them down to a more realistic power level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge for characters whose abilities don't cost anything (such asPhysical Skills). For a slightly less challenging option, allow the use of healing cyphers and artifacts, but limit them to the minimum amount.

This optional rule pares back some of the better than normal advantages that Cypher System PCs have over most regular people.

When to Use: To really drive home the brutality of a survival one shot game or short scenario, you can subject your players to this hardcore optional rule.

Last Survivor

(Stay Alive!, page 91)

Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is eliminated unexpectedly or sacrifices themselves so that another person may live. The Last Survivor horror module is a way for PCs to temporarily thwart fate, but it inevitably feeds toward the last surviving character having extra advantages when dealing with the murderous antagonist.

When using this module, the GM places a token on the game table that represents the last survivor, and puts a piece of paper (or an XP card) underneath the token that represents 1 XP. Whenever there is a intrusion de la Meneuse, instead of giving 2 XP to a player and letting that player award 1 XP to another player, the GM gives 1 XP to the chosen player, and the other 1 XP is added to the last survivor token. Whenever there is a group intrusion, 1 XP is added to the last survivor token (as if the last survivor were a separate PC).

At any time, a player can decide that their PC becomes the last survivor by picking up the token and its XP.

However, those XP belong to the role of the last survivor and always remain separate from individual character XP. While a PC is the last survivor, they gain the following benefits and restrictions:

Madness

(Cypher System Rulebook, page 294)(Stay Alive!, page 92)

Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror campaigns more interesting. The easiest way to portray blows to a character's sanity is through Intellect damage. When PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose Intellect Pools reach 0 go insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go stark raving mad and are no longer playable.

Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is of no help).

Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders, manias, psychopathy, schizophrenia, or simple phobias can be added to a character's traits, but they don't need to be quantified in game statistics or die rolls. They're simply part of the character.

Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character's mind slowly slips away, they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to remember important details.

As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as "remembering your friends and family" or "caring what happens to your best friend" or "stopping yourself from injecting a mysterious substance into your veins." These routine tasks normally have a difficulty of 0, but for a PC who has lost their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those simple things.

Mind Control

(Godforsaken, page 67)

From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature, such as attacking friends). But what's happening inside the controlled creature's head—whether during the effect or afterward—often isn't specified. There are several options for the GM to consider, either for all kinds of mind-control magic or on a case-by-case basis.

One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control. For example, being charmed by a vampire might mean the PC can't attack the vampire (or its allies) or run away, but is still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the character can be given a specific command, and until they comply with that command their other actions are hindered by one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an additional 1 XP (or, to approach it from the opposite direction, the GM can offer them a intrusion de la Meneuse that the mind control is happening, and allow the player to spend 1 XP to refuse it, or go into XP debt if they want to refuse it but have no XP to spend).

Mind control takes away a player's ability to control their character, and that can make some players very uncomfortable. See the section on consent.

Perilous Venture

(Stay Alive!, page 92)

Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a building to contain hostile ghosts. Rather than having their success or failure come down to one roll, the GM can build tension by requiring the players to make multiple rolls called subtasks. The subtasks start at difficulty 1, and the difficulty increases each time until the players make a final roll at the highest difficulty (equal to the overall level of the challenge, such as the demon they want to banish, the original zombie virus, or the most powerful ghost attempting to leave the house).

Generally, these subtasks occur at equally divided intervals over the course of the full time required to complete the ritual. If at any point the PC fails a subtask, the ritual isn't ruined, but it costs time—a failure means the time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same subtask.

Compétences, atouts, and other capacités spéciales can ease subtasks just like they do with any other task (which might make some of the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask. Of course, applying Effort is something characters do in the moment, not over long periods of time, so it's generally impossible to apply sustained Effort on a task or subtask that takes longer than a day. The GM should decide if a given ritual is something that other PCs can help with. Even if it initially seems like a solo venture (like reading a spell from a book), it might benefit from assistants who repeat a chant, burn candles, perform arcane gestures, or just hold the acting character upright as the ritual drains their strength. In general, giving multiple PCs something to do is better than having everyone wait on the sidelines while one character holds the spotlight.

To make the situation more interesting, the GM can introduce a time challenge, like requiring the PCs to finish by a specific time (perhaps a midnight deadline for containing the ghosts in the house, or banishing a demon that's inflicting damage to an NPC every round it possesses them). This puts pressure on the PCs to complete the process as soon as possible.

The GM can also add side effects for failed rolls or as intrusions. For example, a weak spot in the salt line might allow one powerful ghost to break free, an error in the banishing spell might painfully enrage the demon and hinder the next subtask, electrical or magical energy might lash out and harm a nearby character, and so on. The ritual might use up quantities of a limited resource, such as holy water, silver powder, or rare herbs; if the PCs have only enough materials to complete the ritual (peut-être avec une a little extra in case they make one mistake), that forces them to use Effort, XP, and other tricks to make sure they don't fail too often and run out.

Finally, some rituals might require the PCs to spend points from their Réserves on each subtask, with Puissance representing blood or vitality, Célérité representing energy, and Intellect representing will or sanity. Other physical or mental tolls could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.

Notes de l'Editeur — Perilous Venture is useful for more than just rituals—it's perfect for any type of "skill challenge". A "complex task" could be performing dangerous ship repair involving a spacewalk, strenuous operation of a cosmic forge, or the construction of a powerful magical artifact. It's also useful for a more complex version of chases or escapes.

Poor Choices

(Stay Alive!, page 94)

Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the characters do things that the audience of a horror movie would think are stupid.

These intrusions work like the normal kind (the GM awards 2 XP, and the player gives one of them to another player). However, while normal intrusions are subtle changes that influence the situation, using Poor Choices lets the GM abandon that restraint and dictate a specific overt character action, even if it's something that the player wouldn't normally choose.

These intrusions can be risky, but they shouldn't be obviously self-destructive or harmful. For example, the GM shouldn't use an intrusion to make a PC drink something that they know is poisonous, jump out of an airplane without a parachute, punch a police officer, or stare directly at an eclipse. The idea is to put the character in a complicated situation more forcefully than the player might choose, but not set up the character for failure. The players know they're in a horror scenario, but their characters don't, and this helps prevent the players from using metagame knowledge to keep the PCs out of trouble. Another way to look at it is the characters should act as if they live in a world where horror movies don't exist, so they don't know not to do these things.

As with any intrusion de la Meneuse, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should consider accepting the intrusion for the sake of the story, and because they'll need the XP later.

Poor Choices GM Intrusions

(Stay Alive!, page 96)

The following are examples of GM intrusions to use with the Poor Choices module.

Possession

(Godforsaken, page 69Stay Alive!, page 95)

Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living creature, taking over a character's body as if it were the demon's own. The demon must touch the character to attempt possession (even if the demon's touch normally inflicts damage, the possession attempt doesn't inflict damage). The character must make an Intellect defense roll or become possessed, whereupon the demon's immaterial form disappears into the character.

The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the possessing demon can try to control the actions of the host, but the character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the character does nothing for one round. When the demon isn't trying to control its host, the character can act as they choose. A possessing demon's actions are limited to controlling its host and leaving the host (the demon can't use its own abilities while in someone else's body).

While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will eject the demon).

A possessed character is allowed an Intellect defense roll once per day to try to eject the demon. The roll is hindered by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised demon is powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that has power over the demon. This can be attempted once per day and grants the possessed character an additional Intellect defense roll to eject the demon.

Other kinds of creatures (ghosts, beings of pure mental energy, and so on) may have the ability to possess characters in the same way that demons do.

Possession takes away a player's ability to control their character, and that can make some players very uncomfortable. See the section on consent.

Secret Twist

(Stay Alive!, page 97)

It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other, interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there is an active threat that can disguise itself as human (like an alien or demon) or take off a mask and pretend to be a fellow prisoner or victim (like a chainsaw killer), only to reveal themselves when the perfect opportunity comes along. These secret twists are the source of many jump scares and unexpected betrayals that create chaos and paranoia.

To use a secret twist, the GM first needs to decide three things:

If revealing the secret to the players is supposed to happen during the game, it would be suspicious if only one player was pulled aside for a conversation about it—the other players would know something unusual was going on. Instead, the GM can call a quick break in the game and send that player a text. Even better, the GM could send every player a secret text so that nobody is singled out by having to read a text. Alternatively, the GM can give a physical note to every player (perhaps using the secret twist Special Cards); some of these notes might be secrets and some innocuous, but the fact that everyone gets a note disguises who might be getting a secret twist. By making sure that each note has some kind of value (such as by letting a player trade it in later for an asset or a subtle cypher), players who don't receive a special secret still spend a reasonable amount of time reading the note and keeping it safe.

If the players are especially skilled at roleplaying, there may be opportunities for multiple secret twists, especially those that change a character's identity. For example, in a scenario where there are duplicates of the PCs walking around in their city (evil twins, clones, aliens, or the like), the identity of individual characters might switch from the originals to duplicates and back again several times during the game.

Multiple shifts of identity are probably easier for the GM and players to handle if they take place over several game sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take separate notes about what the original and the duplicate know.

Shock

(Stay Alive!, page 98)

When the PCs encounter something shocking, many times the most realistic response is to scream, stand in abject horror, or run. That might not be the smartest thing to do in the situation, but it's genuine. What would your accountant do if they saw an axe-wielding maniac coming at them? Let's face it, unless they truly steeled themselves with all their will, they'd probably scream and run.

When a PC encounters something horrific, utterly disgusting, dreadful, impossible, or otherwise shocking, call for an Intellect defense roll based on the level of the creature involved, or simply an appropriate level as decided by the GM (see the Shock Levels table). Failure might mean that for one round, the player loses control of the character, and the GM decides what the PC does next. This usually means that the character runs, screams, gibbers, stares slack-jawed, or just does nothing. However, GMs should welcome player input into this situation. The point is to portray that when we're shocked, we don't always react in the best way, the smartest way, or even the way we want to. Fear is a powerful thing.

Alternatively, failure on the Intellect defense roll might mean that the character suffers Intellect damage equal to the level of the defense task. This indicates an overall toll that numerous shocks and horrors can have on a person. You might have a situation where a character literally dies of fright.

Shock Levels

(Stay Alive!, page 99)

Shock Levels
EventLevel
Something unexpected darts or jumps out1
Something suddenly moves just out of the corner of the eye2
A sudden loud noise (like a scream)2
Unexpectedly seeing a corpse2
Watching someone die3
Seeing something impossible (like an inanimate object sliding across the floor)4
Watching a friend die5
Seeing a monstrous creatureCreature level
Witnessing something supernatural (like a spell)5
Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air)8
Unease

(Stay Alive!, page 99)

Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your stomach. You can feel that something is wrong, but you don't know exactly what, and you're not sure what to do about it. Your body isn't sure if it should jump into fight or flight, so you're anticipating a spike of adrenaline and it's very distracting.

With the Unease horror module, whenever a character is in the presence of something disturbing that risks breaking their worldview, all their actions are hindered. Normally this happens whenever the triggering situation is within a short distance of the character, but the range might vary depending on what the PC sees and the nature of the disturbance. For example, a demon the size of a house might cause unease whenever it's within very long range, but a city-sized alien starship hovering in the sky might affect people whenever they can see it even though it's a thousand miles away.

If the GM plans to have an ongoing Unease effect throughout an entire game session (like an alien death fleet), they should consider using physical reminders in the game area so players don't forget its effects. Over time, the GM might allow characters to become used to these worrying sights, perhaps due to exposure or maybe by purchasing the familiarity as a medium-term benefit.

Some créatures in the Cypher System already have the ability to make others uncomfortable just by being in the same area, so if they are the only weird creatures the GM plans to use in a horror game, there's no need for the Unease module.

In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.


Cyphers en Horreur

(Stay Alive!, page 119)

Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be awarded like other manifest cyphers or in place of subtle cyphers. Unlike those in the Cypher System Rulebook, the cyphers manifestes listed here include suggestions for what form the cypher takes (although in a game with magic, any of these cyphers might exist as a potion or spell on a scroll in addition to or instead of the forms listed here).

Most of these are marked as fantastic cyphers, although depending on the genre and circumstances of the game, they might be completely normal.

For your convenience, the cyphers have been organized into lists by horror genre or theme so you can randomly roll for something appropriate to your game without getting one that doesn't apply (such as a cypher against vampires in an alien invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to award a new manifest cypher.

Alien Cyphers

(Stay Alive!, page 119)

Alien Cyphers Table
d20Alien Cyphers
1–2Anathema siren (aliens)
3–4Decaptitative longevity
5–6Horrific arm
7–8Horrific eye
9–10Horrified integrated weapon
11–12Humanity tester
13–14Invisibility revealer
15–16Mind swapper
17–18Primitive doppelganger
19–20Visage scrutinizer
Body Cyphers en Horreur

(Stay Alive!, page 119)

Body Cyphers en Horreur Table
d20Body Cyphers en Horreur
1–2Ascendant flesh vivisector
3–4Decaptitative longevity
5–6Horrific arm
7–8Horrific eye
9–10Horrific face
11–12Horrified integrated weapon
13–14Horrific orifice
15–16Insanity suppressor
17–18Primitive doppelganger
19–20Reanimator
Classic Monster Cyphers

(Stay Alive!, page 119)

Classic Monster Cyphers Table
d20Classic Monster Cyphers
1Anathema siren (cryptids)
2Anathema siren (mummies)
3–4Anathema siren (undead)
5–6Anathema siren (vampires)
7–8Anathema siren (werewolves)
9Ascendant brain vivisector
10Ascendant flesh vivisector
11Corrupted canopic jar
12Decaptitative longevity
13Ghost detector
14–16Invisibility serum
17Reanimator
18–19Silgarho infusion
20Unphantomed limb
Dark Magic Cyphers

(Stay Alive!, page 120)

Dark Magic Cyphers Table
d20Dark Magic Cyphers
1–4Anathema siren (demons)
5–7Decapitative longevity
8–11Homunculus flask
12–14Mind swapper
15–17Reanimator
18–20Revenant serum
Demon Cyphers

(Stay Alive!, page 120)

Demon Cyphers Table
d20Demon Cyphers
1–4Anathema siren (demons)
5–7Horrific arm
8–10Horrific face
11–13Humanity tester
14–16Reanimator
17–20Visage scrutinizer
Ghost Cyphers

(Stay Alive!, page 120)

Ghost Cyphers Table
d20Ghost Cyphers
1–8Anathema siren (ghost)
9–20Ghost detector
Lovecraftian Cyphers

(Stay Alive!, page 120)

Lovecraftian Cyphers Table
d20Lovecraftian Cyphers
1–2Anathema siren (aliens)
3–4Anathema siren (cryptids)
5–6Anathema siren (extradimensional creatures)
7Anathema siren (undead)
8–9Horrific arm
10–11Horrific eye
12–13Horrific face
14–15Horrified integrated weapon
16–17Insanity suppressor
18–19Invisibility revealer
20Mind swapper
Mummy Cyphers

(Stay Alive!, page 120)

Mummy Cyphers Table
d20Mummy Cyphers
1–6Anathema siren (mummies)
7–12Corrupted canopic jar
13–16Reanimator
17–20Revenant serum
Science Gone Wrong Cyphers

(Stay Alive!, page 120)

Undead Cyphers

(Stay Alive!, page 120)

Undead Cyphers Table
d20Undead Cyphers
1–3Anathema siren (ghosts)
4–6Anathema siren (vampires)
7–9Anathema siren (undead)
10Decapitative longevity
11–12Ghost detector
13Ghost trap
14Reanimator
15Revenant serum
16–18Silgarho infusion
19–20Wolfsbane potion
Vampire Cyphers

(Stay Alive!, page 120)

Vampire Cyphers Table
d20Vampire Cyphers
1–6Anathema siren (vampire)
7–12Humanity tester
13–20Silgarho infusion
Werewolf Cyphers

(Stay Alive!, page 120)

Werewolf Cyphers Table
d20Werewolf Cyphers
1–5Anathema siren (werewolves)
6–10Ascendant brain vivisector
11–15Reanimator
16–20Wolfsbane potion
Zombie Cyphers

(Stay Alive!, page 120)

Zombie Cyphers Table
d20Zombie Cyphers
1–8Anathema siren (undead)
9–14Reanimator
15–20Revenant serum

A Selection of Cyphers en Horreur

(Stay Alive!, page 121)

Anathema Siren

(Stay Alive!, page 121)

Anathema Siren Effects
d100Creature Affected
01–10Aliens (probably one specific kind of alien)
11–16Animate dolls and puppets
17–22Cryptids
23–32Demons
33–28Doppelgangers
39–48Ghosts
49–54Mummies
55–64Robots
65–70Simulacra
71–80Vampires
81–90Werewolves (or some other werecreature)
91–95Extradimensional creatures
96–00Undead
Ascendant Brain Vivisector

(Stay Alive!, page 121)

When used with an ascendant flesh vivisector, the resulting creature looks, thinks, and acts like a human.

Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also instigating aggressive behavior.

Ascendant Flesh Vivisector

(Stay Alive!, page 121)

Corrupted Canopic Jar

(Stay Alive!, page 122)

Decapitative Longevity

(Stay Alive!, page 122)

Ghost Detector

(Stay Alive!, page 122)

Ghost Trap

(Stay Alive!, page 123)

Homunculus Flask

(Stay Alive!, page 123)

Homunculus
level 2; alchemy, all defenses, and stealth as level 3
Horrific Arm

(Stay Alive!, page 123)

Horrific Eye

(Stay Alive!, page 123)

Horrific Face

(Stay Alive!, page 124)

Horrific Integrated Weapon

(Stay Alive!, page 124)

Horrific Integrated Weapon Effects
d20Weapon
1–4Hunting knife
5–8Machete
9–12Nightstick
13–16Light handgun
17–20Medium handgun
Horrific Orifice

(Stay Alive!, page 124)

Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or control their mind by inserting data devices into the orifice.

Humanity Tester

(Stay Alive!, page 124)

The specific nature of a humanity tester depends on the setting and what sort of creatures are common. In a world with multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific kind of fake.

Insanity Suppressor

(Stay Alive!, page 125)

Invisibility Revealer

(Stay Alive!, page 125)

Invisibility Serum

(Stay Alive!, page 125)

Mind Swapper

(Stay Alive!, page 125)

Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't cause trouble in the user's body.

Primitive Doppelganger

(Stay Alive!, page 126)

Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else entirely. It may or may not have scars, tattoos, or other non-genetic features of the original.

Reanimator

(Stay Alive!, page 126)

Revenant Serum

(Stay Alive!, page 126)

Silgarho Infusion

(Stay Alive!, page 126)

Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that turns skin purple or purple-grey.

Unphantomed Limb

(Stay Alive!, page 127)

Visage Scrutinizer

(Stay Alive!, page 127)

Wolfsbane Potion

(Stay Alive!, page 127)


Horror Artifacts

(Cypher System Rulebook, page 282)

Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them another way to heighten the tension of the game. Several examples are below.

Notes de l'Editeur — Stay Alive! presents additional Horror Artifacts (SA, 128) not included in the CSRD.

Book of Inversion

(Cypher System Rulebook, page 282)

Shadow Box

(Cypher System Rulebook, page 282)

Sphere 23

(Cypher System Rulebook, page 282)


Horror Creatures

Basic Creatures and NPCs for a Horror Game

(Cypher System Rulebook, page 281)

Businessperson
level 2
Cat
level 1; Speed defense as level 3
Clerk
level 2
Dog
level 2; perception as level 3
Dog, vicious
level 3; attacks and perception as level 4
Groundskeeper/caretaker
level 2; health 8
Man in Black
level 4; carries weird weapons, including those with long range
Rat
level 1
Tarantula
level 1
Horror Creatures and NPCs by Level and Genre

(Stay Alive!, page 106)

† — denotes a creature presented the Cypher System Rulebook

Horror Creatures and NPCs by Level and Genre
LevelNameGenre
2Hivemind childAliens, dark magic, science gone wrong
2SkeletonComedy horror, dark magic, demons, zombies
3CannibalComedy horror, cryptids, dark magic, degenerates, zombies
3NightgauntAliens, cryptids, Lovecraftian
3Vampire, transitionalDegenerates, science gone wrong, vampires
3Vat rejectDoppelgangers, science gone wrong, simulacra
3ZombieDegenerates, Lovecraftian, science gone wrong, zombies
4Deep oneLovecraftian
4DevilDark magic, demons
4GhostGhosts, dark magic, J-horror/K-horror
4GhoulCryptids, degenerates, Lovecraftian, zombies
4GreyAliens, doppelgangers, science gone wrong
4Mad scientistAliens, body horror, comedy horror, demons, doppelgangers, Lovecraftian, science gone wrong, simulacra, werewolves, zombies
4WerewolfDegenerates, science gone wrong, slashers, survival horror, werewolves
5Cryptic mothCryptids
5DemonDark magic, demons, J-horror/K-horror
5Fallen angelDark magic, demons
5IchthysianComedy horror, cryptids, science gone wrong
5Killer clownClowns, comedy horror, killer toys, slashers
5Killing white lightAliens, Lovecraftian, science gone wrong
5Mi-goAliens, body horror, cryptids, Lovecraftian
5ReplicantDoppelgangers, simulacra
5WitchDark magic, degenerates, demons
6MummyAliens, dark magic, mummies
6ReanimatedCryptids, science gone wrong, simulacra
6YithianAliens, doppelgangers, Lovecraftian
6VampireDegenerates, science gone wrong, vampires
6XenoparasiteAliens, body horror, science gone wrong
7Fundamental angelDemons, science gone wrong
7ShoggothAliens, body horror, Lovecraftian
8BlobAliens, body horror, Lovecraftian, science gone wrong
8Elder thingAliens, cryptids, Lovecraftian, science gone wrong

Chapitre 17 Romance

Accès Rapide: Romance

(Cypher System Rulebook, page 286)

Like horror, romance doesn't automatically suggest a setting. It is more of a mood, or more specifically an approach, to how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.


(Cypher System Rulebook, page 287)

You must get consent to cover these topics in a game ahead of time—you don't want to make people uncomfortable. Everyone involved also needs to learn everyone else's boundaries. Someone might not want any part of a romance scene, while others are okay talking about emotional connections but not anything sexual.

Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance probably shouldn't go beyond a fairly chaste kiss. (You'll find that kids are sometimes more open to romance in their games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player might declare that a character is their boyfriend, but it doesn't mean much. And for some adults, that may be the way they want to approach the subject as well.)

Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship while each player is in a relationship in the real world with someone else. And maybe they're gaming at the same table! If a player can't distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn't be in a romance-focused game.

Notes de l'Editeur — For more on addressing consent issues in your game, see Consent in Gaming or Love and Sex in the Ninth World from Monte Cook Games.

The Check-In

(Cypher System Rulebook, page 287)

It's vital that the GM and the players all check in with each other to make sure everyone's still comfortable with what's going on in the game. This is particularly important to maintain the boundary between emotions expressed in the story and how people feel in real life.


Règle Optionnelle: Infatuation

(Cypher System Rulebook, page 287)

When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered character. However, GMs should welcome player input into this situation. The point is to portray that when we're distracted by the powerful feelings (and hormones) related to infatuation, we don't always react in the best way, the smartest way, or even the way we want to.

Infatuation can happen whether the PC is attracted to an NPC or a PC.


Règle Optionnelle: Relationship Levels

(Cypher System Rulebook, page 288)

When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level. If there's no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection than usual.

As play progresses, the PC can attempt to improve the level of the relationship, indicating a strengthening of the bond between the two characters. The requirements to improve the relationship are twofold. First, some story-based action needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice, or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an Intellect-based task, while helping to retrieve a loved one's cat from a tree might require a Speed-based task.

Second, the player must make an Intellect-based roll with the desired level of relationship as the difficulty (modified as the GM sees fit).

A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly required.

Romantic Relationship Levels

(Cypher System Rulebook, page 288)

Romantic Relationship Levels
LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm. Strong physical attraction.
3Affection and a bond that will last longer than a single encounter.
4Serious affection. Almost certainly physical affection.
5A profession of love.
6A serious long-term commitment.
7A lifelong commitment.
8Soul mates.
9A love affair for the ages.
10A bond that transcends time and space.
Platonic Relationship Levels

(Cypher System Rulebook, page 288)

Romantic Relationship Levels
LevelRelationship
1First meeting. Interest or curiosity.
2A sense of connection above the norm.
3A memorable connection. Indications of a mutually beneficial relationship possible.
4Real friendship.
5Deep friendship.
6Relationship akin to that of a close sibling.
7A pledge of complete partnership.
8Platonic soul mates. Something akin to a life-debt.
9A friendship for the ages.
10A bond that transcends time and space.

It's possible for relationship levels to be lopsided, such that the relationship from the point of view of one person is a different level than from the point of view of the other. This should be used sparingly, because it makes things far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even in these situations the connection between any two individuals should have its own level.

Relationship levels can go down as well as up. Neglect, carelessness, inappropriate emotional displays, lies, infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment of the GM, although a lowered relationship level is very likely an appropriate use of a intrusion de la Meneuse.

Relationship levels indicate the strength of the bond and thus help dictate an NPC's actions in regard to a PC. An NPC in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a relationship level can influence a PC's actions. An Intellect defense roll with a difficulty equal to the relationship level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep their cool and act normally when their loved one is in danger.

You can use this optional system in any genre, for any type of relationship, even platonic ones. If desired, the relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved, and decreased just as it can with a romantic relationship.


Basic Creatures and NPCs for a Romance Game

(Cypher System Rulebook, page 287)

Distrustful relative
level 2
Jealous ex
level 2; attacks as level 3
Nosy neighbor
level 2; perception as level 3
Rival suitor
level 2; interactions as level 3
The unattainable
level 3; interactions as level 7, resistance to all interactions as level 9

Chapitre 18 Superheroes

Accès Rapide: Superheroes

(Cypher System Rulebook, page 289)

Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like Se Revêt d'un Halo de Feu and Porte un Eclat de Glace, the Cypher System makes all genres a little bit "superhero-ish."

Additional Superhero Equipment

(Cypher System Rulebook, page 289)

Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, "equipment" that is not Special Equipment can be superfluous. Where do you stash the flashlight and rope when all you're wearing is spandex tights?

Special Equipment

(Claim the Sky, page 157)

Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story. For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those going on a short trip into space will need a vehicle and spacesuits. This sort of item doesn't have to be a cypher (which counts against a character's cypher limit) or an artifact (which has a depletion chance)—it can just be equipment. If a player suggests a suitable piece of equipment they can buy (such as scuba gear), or a gadgeteer or inventor character offers to build something to do the job, the GM should let them do it and handwave most of the details because they're being creative and overcoming obstacles to move the story forward. In other words, don't assume that every piece of weird equipment needs to be a cypher or artifact; things that allow the adventure to happen shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this leeway, the GM always has the option to use an intrusion to complicate an encounter.


Superhero Characters

(Cypher System Rulebook, page 289)

Character sentences might look like the following:

And so on.

Starting Just Past Tier 1

(Claim the Sky, page 9)

An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building the character they want to play.

Notes de l'Editeur — An XP Advance can be used to set some PCs even further apart from others. Alternatively, the optional Fantastic Transformations rules can be used for heroes who aren't always quite so "super".

Suggested Types for a Superhero Game

(Cypher System Rulebook, page 290)

Suggested Types for a Superhero Game
RoleType
Strong heroGuerrier
Brawler heroGuerrier with préférence de furtivité
Gadget heroExplorateur with technology flavor
PilotExplorateur with technology flavor
CharmerEmissaire
LeaderEmissaire with préférence de combat
Shadowy vigilanteExplorateur with préférence de furtivité
Scientist heroExplorateur with préférence de compétences et de connaissances
Energy-wielding heroAdepte with préférence de combat
MagicienAdepte
MentalistAdepte
Psychic ninjaGuerrier with préférence de magie

(Claim the Sky, page 7)

Popular Heroes in the Cypher System
RoleSummarySentenceArchetype
Ant-ManAnt-sized heroJovial Explorateur who Shrinks to Minute SizeTiny hero
BatmanDark knightPerceptive Guerrier who Résout des MystèresGenius
Black PantherKing and chosen guardian of his countryHonorable Guerrier who N'a pas Besoin d'ArmeMaster martial artist
Black WidowDeadly superspyAppealing Explorateur who Se Cache dans les OmbresSuperspy
Captain AmericaSuper-soldier with a shieldHonorable Guerrier who Maîtrise la DéfenseMaster athlete
DaredevilMan without fearPerceptive Explorateur who Looks for TroubleMaster athlete
DeadpoolMercenary with a mouthChaotic Guerrier who Ne S'Avoue Jamais VaincuMaster martial artist
Dr. StrangeMaster of the mystic artsMystical Adepte who Maîtrise les SortilègesSorcier
The FlashFastest man aliveSwift Explorateur who Va Comme le VentSpeedster
Green LanternHero with a power ringStrong-willed Explorateur who Sculpts Hard LightHard light master
HawkeyePerfect archerSharp-eyed Guerrier who Maîtrise l'ArmementWeapon master
The HulkBig green rage monsterIncredible Explorateur who Se Met en RageRage monster
Human TorchFlying, fiery young heroBrash Explorateur who Se Revêt d'un Halo de FeuEnergy master
Iron ManInventor with power armorMechanical Adepte who Wears Power ArmorPowered armor hero
MagnetoMaster of MagnetismStrong-willed Adepte who Contrôle le MagnétismeEnergy master
NamorKing of AtlantisStrong Explorateur who Accompli des Prouesses de ForceAtlantean
Professor XWorld's most powerful telepathIntelligent Adepte who Commande aux pouvoirs MentauxMentalist
Spider-ManTeenager with spider powersAmazing Explorateur who Bouge comme un ChatBug hero
StormGoddess of stormsIntuitive Explorateur who Touches the SkyNature master
SupermanMan of steelBenificent Explorateur who Flies Faster Than a BulletParagon
The ThingBig orange rock monsterStrong Explorateur who Demeure dans la pierreFriendly thing
ThorGod of thunderMighty Guerrier who Façonne la FoudreEnergy master
WolverineCanadian with clawsTough Guerrier who Ne S'Avoue Jamais VaincuUnkillable beast
Wonder WomanPrincess of the AmazonsVirtuous Guerrier who Accompli des Prouesses de ForceParagon

Superhero Archetypes

(Claim the Sky, page 7)

The archetypes suggest how to assign your power shifts. This is an important aspect of designing your hero because power shifts are what make your characters exceptional in a "supers" way. Superheroes are known for being faster, tougher, stronger, or smarter than regular people, and that sort of comparison isn't always part of the abilities you get from your type or focus. A regular person might be very skilled at martial arts, but a superhero martial artist might punch through an iron door, dodge a burst of bullets from a machine gun at close range, or quickly recover from a mortal wound, all thanks to power shifts. This part of each archetype writeup assumes your hero starts with five power shifts, but most archetype descriptions give only two or three suggestions, allowing you some flexibility to customize your superhero. For example, a master athlete with two power shifts in healing is a very different character than one with two power shifts in resilience.

In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to make them fit your character.

Superhero Archetypes in Claim the Sky

(OG-CSRD Editorial Addition)

The following superhero archetypes are detailed in Claim the Sky:

See also: Claim the Sky — What's in the Book?


Power Source

(Claim the Sky, page 8)

As you're figuring out what type, descripteur, focus, and power shifts you want for your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a high-tech costume with built-in nanotechnology? Are you a sorcerer, or maybe a psychic? The source of your powers is character flavor—for example, there's no game mechanics difference between the mental powers of an alien member of a telepathic species, a human character who built a brain-augmenting helmet, or a faerie character from the starlight dimension who knows mind-magic. All three of those characters could have the same type, focus, descriptor, and power shifts, but they'd be very different people and have very different reasons for being a part of the RPG campaign.

If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice on the Power Origin Table and pick the result that you like better, or combine the two into something weird and unique.

The Random Superpowers Table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a suggested game example of that kind of power, whether that's a power shift, a hero archetype, a focus, or a specific special ability (of course, these suggestions aren't the only way to achieve that power).

Power Origin

(Claim the Sky, page 9)

Power Origin
d100Origin
01Absorbed powers of someone else
02–03Alien exile
04Alien orphan
05–06Alien refugee
07Alien symbiote
08–09Alien visitor
10–14Built a device
15–17Chemical exposure
18Chosen one
19–20Cosmic rays during test flight
21–23Cybernetics
24Dark matter explosion
25–26DNA-splicing accident
27Energy being in physical form
28–30Experimental medical process
31–33Experimental technological procedure
34–35Found a device
36Found a magical item
37From another dimension
38Gamma rays
39–40Genetic engineering
41–42Given an experimental device
43Given an item by a powerful entity
44Given a magical item
45–47Government technological device
48Inhuman creature (plant, evolved animal, unknown)
49–50Intense training
51–55Latent mutation activated by extraordinary event
56Magically augmented (accidentally)
57Magically augmented (unwillingly)
58Magically augmented (willingly)
59Meteor
60Mutant at birth
61–64Mutant at puberty
65–67Nanotechnology
68Near–human fantasy species (elf, orc, etc.)
69Passed through a wormhole
70–71Psychic
72Reincarnation of a legendary being from the past
73–75Revived after dying and got powers
76–78Robot
79Stole powers from someone else
80–82Stolen device
83–85Studied magic
86Supernatural creature (demon, angel, werewolf, vampire, etc.)
87Superpowered ancestor
88–90Surgically implanted device
91–92Survived a disaster, unharmed
93Teleportation accident
94Time traveler from the future
95–97Unexplained drug reaction
98Unexplained event at birth
99Unknown
00Unusual weather
Random Superpowers

(Claim the Sky, page 39)

Random Superpowers
d100PowerExample
01–05AgilityPower shift in dexterity
06Animal ShapeshifterShapechanger
07–09AthleticsMaster athlete
10AtlanteanAtlantean
11–12BeastlyBeastly hero
13–14Claws/fangsFists of fury
15–17Cold attackFrost Touch
18Cold immunityEnergy Resistance
19Companion creatureBeastmaster
20Control animalsMentalist
21Control mindsMentalist
22–23Control plantsNature master
24Control windNature master
25Copy superpowerPower replicator
26Create objectDream Become Reality, Sculpt Light
27–28CyborgCyborg
29Dark energy attackDark energy master
30DuplicationMultiplier
31ElasticElastic
32–34Electricity attackShock
35Electricity immunityEnergy resistance
36Enhanced sensesSensory adept
37EntanglingEntangling Force
38–40Fire attackEnergy master
41Fire immunityEnergy Resistance
42–43FlightPower shift in flight
44Force fieldForce field master
45GrowingGiant hero
46–47SoignerPower shift in healing
48Human shapechangerShapechanger
49IllusionIllusionist
50–51IntelligencePower shift in intelligence
52–54InventionBuilder
55InvisibilityInvisibility
56–57LeapingAmazing Leap, Far Step
58–59LuckyChaotic, Lucky, Dodge and Resist, Hard to Kill
60–61MagnetismTelekinetic
62–64Martial artsMaster martial artist
65ParagonParagon
66PhasingPhase master
67PlantPlant
68PoisonCreate deadly poison
69–72Powered armorPowered armor hero
73Remote viewingSensory adept
74–75ResiliencePower shift in resilience
76Robot minionsBuilder
77ShieldBearer of the item
78ShrinkingTiny hero
79–80SorcierSorcier
81–82Sound attackThunder Beam
83–84SpeedsterSpeedster
85–89StrengthPower shift in strength
90–91SuperspySuperspy
92–93TelekinesisTelekinetic
94–95TélépathieMentalist
96TeleportationTeleporter
97Undead minionsSorcier
98WeaponBearer of the item
99–00Weapon masterWeapon master, power shift in single attack

The GM can also use this table to come up with random abilities for supervillains. However, there is much more leeway in designing NPC abilities, so the Example column is more for suggesting game mechanics than abilities to choose.


Superhero Descriptors

Accès Rapide: Superhero Descriptors

(Claim the Sky, page 42)

This section presents new descriptors meant specifically for a superhero game.

Notes de l'Editeur — The Species as Descriptor section is worth reading before deciding what will work best for your game.

Amazing

(Claim the Sky, page 42)

You have a knack for surprising people—performing impossible athletic feats, sneaking up on someone who's alert, or instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a hero prone to spectacular rescues, defeating foes way above your league, and arriving just in time to save the day. Ironically, in your normal daily life, you're a little awkward and overlooked.

You gain the following characteristics:

  1. You got in a bit over your head, but another PC's coincidental arrival gave you just the distraction you needed.
  2. You were tailing someone the other PCs were following and decided to drop in.
  3. You saw that the other PCs were in a fight and chose to help them out.
  4. You had a hunch that something big was about to go down.
Incredible

(Claim the Sky, page 42)

You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed to count as a win. You've saved innocent lives, defeated some really bad people, and perhaps even cheated death a couple of times. Half the time you don't even know how you did it, but you succeeded at the impossible … often with a lot of collateral damage. When you hear police sirens, it's time to leave, but you know that trouble will find you eventually—and you'll be ready to smash it.

You gain the following characteristics:

  1. One of the other PCs sensed your decent heart and decided to befriend you.
  2. You literally crashed through a wall and ended up in the middle of the other PCs.
  3. One of the other PCs reminds you of someone from your past.
  4. You were feeling lonely and took a risk talking to someone, and so far it's paying off
Mighty

(Claim the Sky, page 43)

You have a very impressive physique. Your strength, power, and very importance are superior. Whether you're truly the mightiest may be up for debate (and you may have a friendly rivalry about this with other superheroes), but there is no question that you are exceptional. These things make you confident, but you know that you have these physical gifts in order to perform heroic deeds, and unseemly conduct is beneath you.

You gain the following characteristics:

  1. You joined the other PCs because they would fail without your strength.
  2. You believe this endeavor will earn you a lot of valor.
  3. Another PC asked—rightly—for your help.
  4. An authority figure told you to do this to show you the value of humility.
Sensational

(Claim the Sky, page 44)

The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate a lot of positive interest and excitement. (If you don't have a secret identity, this attention probably also carries over to your day job, which is a mixed blessing.) People know that you're a hero and that they can count on you to do the right thing—fighting crime, battling injustice, punching evil robots, that kind of stuff. Sometimes being in the public eye so much can be wearying or even a burden, but you know how to use your reputation to set a good example and make the world a better place.

You gain the following characteristics:

  1. You're related to one of the other superhero PCs, and decided to help out because of family.
  2. The other PCs relied on your positive reputation to untangle them from a public relations problem, and they invited you along out of gratitude.
  3. The media specifically called you out to fix this problem.
  4. A supervillain chose to make a scene in the hopes of drawing you out.
Uncanny

(Claim the Sky, page 44)

There's something unusual about you, and it makes other people a little uncomfortable. You know you're exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of you, in your blood, in your DNA. You can't help it, but you won't apologize for it. You feel comfortable around other people with similar strangeness, people who've experienced the same prejudice that you have; these shared experiences mean they're your family, perhaps the only family you've got.

You gain the following characteristics:

  1. You felt the objective was someone like you, so you got involved.
  2. Whether the other PCs realize it or not, their mission has to do with your field of knowledge, so you got involved.
  3. As an expert in an unusual kind of knowledge, you were specifically recruited by the other PCs.
  4. You believe one of the other PCs may be uncanny or is related to someone who is.

If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that gene (perhaps even multiple copies) and can sense others who have it.


Règle Optionnelle: Power Shifts

(Cypher System Rulebook, page 292)(Claim the Sky, page 57)

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It's tempting to say that such characters are stronger, faster, or smarter, so they should have higher Puissance, Célérité, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn't fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

A typical superhero PC gets five power shifts. Power shifts are like permanent free levels of Effort that are always active. They don't count toward a character's maximum Effort use (nor do they count as compétences or atouts). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

Accuracy
All attack rolls
Dexterity
Movement, acrobatics, initiative, and Speed defense
Flight
The character can fly a short distance each round; each additional shift increases this speed (whether the flight comes from a power shift or a character ability) by one range category (long for two shifts, very long for three shifts)
Soigner
One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)
Increased Range
Increases the range of one ability or attack. A touch-range ability (such asShock) increases to short range, a short-range ability increases to long range, and a long-range ability increases to very long range
Intelligence
Intellect defense rolls and all knowledge, science, and crafting tasks
Power
Use of a specific power, including damage (3 additional points per shift) but not attack rolls
Prodigy
Give up a lower-tier ability to get a higher-tier ability
Resilience
Might defense rolls and Armor (+1 per shift)
Savant
Two specific skills (other than attacks, defenses, or a special ability), such as history, perception, or persuasion
Single Attack
Attack rolls and damage (3 additional points per shift) for one specific kind of attack, such as pistols, kicks, orThrust
Strength
All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional points of damage per shift) but not attack rolls

Each shift eases the task (except for shifts that affect dommages or Armure, as specified in the list above). Applying two shifts eases the task by two steps, and applying 3 shifts eases the task by three steps.

A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).

For example, a superstrong character might put three of their shifts into strength and the other two into resilience. Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before applying Effort, compétence, or atouts. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3 doors as if they don't exist. As another example, a masked vigilante character with a utility belt full of gadgets and great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing. They're not actually superpowered, just tough and well trained.

Superpowered NPCs and Power Shifts

(Cypher System Rulebook, page 293)

NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so easily because in this circumstance, she's actually level 8.

Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased by three steps to 7.

Typical NPC supers get three power shifts. Exceptional ones usually have five.

Prodigy Power Shifts

(Claim the Sky, page 58)

Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into strength. If you want your archer character to be really good at shooting arrows, put a power shift into single attack (bows). If you want your speedster hero to be really fast, put a power shift into power (Fleet of Foot). And so on.

But what if you want your character to be a swashbuckling teleporter who blinks all over the battlefield? There's no low-tier teleportation ability, so you can't be a teleporter as a tier 1 character, and the character concept isn't nearly as fun if you have to wait until tier 4 before you can learn a teleportation ability (likeShort Teleportation).

This is where you can (with the GM's approval) use a power shift for the prodigy option. Prodigy lets you give up one of your lower-tier abilities for a higher-tier ability that matches your character concept. For example, if your swashbuckling teleporter is a Graceful Explorateur who Combat avec Panache, you could give up one of your tier 1 Explorer abilities (so you'd only have three instead of four) or give up your tier 1 focus ability, Fights With Panache, and instead select the tier 4 abilityShort Teleportation.

Choosing prodigy as a power shift is an interesting trade-off for your character; you end up with a powerful ability that you couldn't get otherwise, but at the cost of a power shift (which the other characters are probably using to add to their skills, damage, or defenses). Keep in mind that higher-tier abilities tend to cost more Pool points (especially because your Edge as a low-tier character is less than that of a higher-tier character), so you'll weaken yourself if you use that ability often—which might be a good reason to allocate more points to that stat Réserve, or assign a power shift to healing so you have more opportunities per day to recover points.

Theoretically, you could put two power shifts in prodigy for the same ability, allowing you to select a high-tier ability. However, there are two reasons not to do this. First, those high-tier abilities usually have even higher costs, which limits how often you can use them. Second, if you start out with the best version of that ability, there's no room to grow. It's fun when your character impresses other superheroes by improving an ability, and it's really handy when your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.

Notes de l'Editeur — For a list of abilities by power grade (low- mid- and high-tier), see Ability Categories and Relative Power.

Gaining More Power Shifts

(Cypher System Rulebook, page 293)(Claim the Sky, page 58)

Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game's start.


Power Stunts

(Claim the Sky, page 58)

A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do. Examples:

The Cypher System Rulebook explains Modifying Abilities on the Fly (419), describing a method of altering the range, area, or other aspects of an Intellect-based ability by spending more points d'Intellect. In a superhero game, these modifications aren't limited to Intellect-based abilities—it's reasonable that a strong hero could affect a larger area withGolem Stomp or an agile hero could disarm more than one opponent usingAdvantage to Disadvantage. The cost for making these changes works just like modifying an Intellect-based ability. The additional cost uses the same Pool as the ability's normal cost; if an ability doesn't have a cost, the GM should choose an appropriate ability for the points to come from.

Abilities that don't have a Pool cost, likeEyes Adjusted, can be modified as well. If modifying the range or duration, the GM decides what Pool the point cost is paid from. However, most abilities like this don't have ranges or durations, so modifying them requires a difficult, formidable, or impossible task roll.

Modifying the area or other aspects of an ability is more difficult. Instead of increasing the Réserve point cost, the character decides how they want to modify their ability, and the GM sets a difficulty of the task to successfully modify it, according to the following guidelines:

Power Stunt Difficulty

(Claim the Sky, page 59)

Power Stunt Difficulty
Difficulty Power Stunt Examples
4 Difficult: Something within the spirit and general idea of the ability, using a self- only ability on another character, or using a single-target ability in a weakened form on two targets.
  • Using a self-only ability likeHover to give another creature the power to fly.
  • UsingTeleportation to go to another dimension instead of somewhere in the same dimension.
  • SplittingFrost Touch orAssaut Magique into hindered attacks against two opponents.
7 Formidable: Something similar to the description or intent of the ability, but changing its nature, or having a single-target ability affect an area.
10 Impossible: An effect that has nothing to do with the ability's description or intent.
  • UsingHover to blast an opponent with fire.
  • UsingFoil Danger to copy an opponent's attack.
  • Using an attack likeThunder Beam to heal someone.

Of course, if the altered ability is an attack, the hero still needs to make a successful attack roll against their target—just because the character found a way to useHover as an attack doesn't mean the attack automatically hits. The attack task for the altered ability uses the normal difficulty for attacking that target. For example, if Hammermind wants to split herAssaut Magique so she can attack two level 2 robots, first she has to succeed at the difficulty 4 task to split the attack, then she can make the two (hindered) level 2 attack rolls against the robots.

Just like in any aspect of the game, other factors might ease or hinder the hero's attempt to perform the stunt. For example, if the hero Firelash is trying a stunt to use hisShroud of Flame to absorb a fire attack from his evil sister Swordblaze, the GM might decide that the similarities in their flame powers mean that Firelash's attempt is eased. But if the illusionist hero Hologrim is trying a power stunt to reveal where his invisible archenemy Death Ghost is hiding, the GM might feel that the villain's magical invisibility is especially difficult for Hologrim's technology-based illusions to counter, so the hero's task is hindered. The GM can also introduce power boost cyphers that ease the power stunt task, or present the heroes with temporary effects that ease or hinder power stunt tasks, like a virus that erratically amplifies mutant genes, or a burst of energy from an alien artifact that reacts with a robot hero's power core.

If a hero tries a particular stunt in more than one session, the GM doesn't need to give the task the same difficulty every time; the circumstances of each attempt are never quite the same. Perhaps this supervillain's fire is a little hotter or cooler than the one the hero tried to absorb last time. Or the spaces between the dimensions are thinner or thicker right now, making it harder to teleport between them. The position of two opponents or the shape of a room might be different than the last time the hero tried splitting an attack power across multiple targets. In other words, the GM doesn't have to remember that the last time the hero tried this stunt it was difficulty 7, so it has to be difficulty 7 this time; just look at the current circumstances and make a decision based on that. In fact, this is part of the reason why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult, formidable, or impossible than deciding whether it's a level 6 or level 7 task.

Permanent Power Stunts

(Claim the Sky, page 60)

Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the ability to perform that power stunt whenever they want, with no need for a power stunt task. The GM decides how many times the character has to get the stunt right before they can spend XP to learn it. Three successful attempts over at least three separate sessions is a reasonable guideline, plus some downtime between game sessions to represent mastering this variant.

Learning a power stunt does not count as a step in avancement du personnage.

Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New Discovery, Transformation, or Uncover a Secret.


Power Shifts and Power Stunts in Other Genres

(OG-CSRD Editorial Addition)

Power shifts and power stunts are a staple of the superhero genre, but the GM might use them in other genres, like a fantasy game where with apotheosis or cultivation themes, or a modern setting where vampires with amazing powers prowl the streets, or any setting where the GM wants to encourage creative use of PC abilities. If you enjoy these rules, consider purchasing Claim the Sky, Gods of the Fall, Stay Alive!, or Unmasked.

The GM decides which power shifts are available, and how they are gained. Once assigned, power shifts don't change unless something dramatic happens, like the culmination of a character arc. A PC can't put more than three shifts into the same category without approval from the GM. Here are a few possible arrangements:

Gaining Superpowers After Character Creation

(OG-CSRD Editorial Addition)

Gaining superpowers can be part of any campaign with fantastic elements. It can be permanent, or temporary. In fact, it's not necessary for every PC in the group to have anywhere near the same number of power shifts. If a PC gains superpowers in the course of the story, the GM can use these rules. If you enjoy these rules, consider purchasing The Origin.


Really Impossible Tasks

Accès Rapide: Really Impossible Tasks

(Cypher System Rulebook, page 293)(Claim the Sky, page 61)

In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled "impossible," but that label is for regular folks. For superpowered characters, "impossible" means something different, thanks to power shifts.

Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say there's no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that might just be difficulty 11. Picking up a city bus isn't something normal characters could do, but for a strong superhero, it might be difficulty 12.

In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero would consider taking on: a robot that's 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions (level 14); or a space monster the size of the moon (level 15).

This section presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15.

Feats of Strength

(Claim the Sky, page 61)

Use the following table to estimate the difficulty of various incredible feats of physical strength.

Feats of Strength
DifficultyLifting Task
4Lift a 150-pound (68 kg) object
9Lift a 400-pound (180 kg) object
10Lift a 1-ton (1 tonne) car or traffic copter
11Lift a 5-ton (4.5 tonne) ambulance, private jet, elephant, or Tyrannosaurus rex
12Lift a 10-ton (9 tonne) school bus, combat helicopter, triceratops, or 5-foot boulder
13Lift a 20-ton (18 tonne) fire truck, mobile home, fighter jet, Apatosaurus, or light military tank
14Lift a 40-ton (36 tonne) humpback whale or loaded tractor-trailer
15Lift an 80-ton (72 tonne) space shuttle, single-story house, passenger train car, or military tank
Task Circumstances
Task CircumstancesDifficulty
Lifting the object as high as the character can reach+0
Lifting the object only partway off the ground−1
Asset (lever, jack, etc.)−1 or −2
Help from another character (asset)−1 or −2
Large character (double human size)−1†
Carrying an object an immediate distance+0
Carrying an object a short distance+1
Pushing or pulling (not lifting) an object an immediate distance-1
Pushing or pulling (not lifting) an object a short distance+0
Pushed or pulled object can roll or slide very easily−1
Pushed or pulled object is buoyant and moving through water−1

† — Each additional doubling of the character's size eases the task by another step.

Some character abilities are able to move heavy things, often more easily than brute physical strength can. If a superhero wants to push the limits of what those abilities can do, the GM can compare the baseline effects of those abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's roll to succeed.

Feats of Speed

(Claim the Sky, page 62)

A character can move a short distance (50 feet [15 m]) as their entire action as a routine task (difficulty 0, no roll needed). This is basically a jog or a hustle, faster than a walk but not an all-out run. A character can try to run a long distance (100 feet [30 m]) as their entire action, but they must succeed at a difficulty 4 Speed task to complete the movement; failure means they trip, stumble, slip, or fall down at some point during the move and stop.

Of course, superheroes aren't normal people—they're exceptional, and some can run as fast as Olympic athletes, or much faster. For a character trying to run more than a long distance as their entire action, use the following table to determine the difficulty for the task. Failing this roll is just like failing the basic running roll described above.

Task Circumstances
DifficultyRunning DistanceNotes
6200 feet (60 m)19 mph (30 kph)
8250 feet (76 m)24 mph (39 kph); bear, Olympic sprinter
9340 feet (104 m)33 mph (53 kph); cat, coyote, greyhound
10400 feet (120 m)49 mph (79 kph); horse, tiger
11700 feet (210 m)68 mph (110 kph); cheetah
121,400 feet (430 m)136 mph (220 kph)
132,800 feet (850 m)273 mph (440 kph)
141 mile (1.5 km)545 mph (880 kph); Boeing 747
152 miles (3 km)1,600 mph (2,575 kph); Mach 2
Tremendous Leaps

(Claim the Sky, page 63)

Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the jumping rules (running a short distance and jumping 30 feet [9 m] is a difficulty 10 task). Characters who want to jump huge distances like that should take theAmazing Leap ability, allowing them to jump a long distance or more.

All characters with at least one power shift in strength get the benefit of a free level of Effort for each strength shift. This effectively increases their standing jump distance by 1 foot (30 cm) per shift and their running jump distance by 2 feet (60 cm) per shift, which is impressive compared to a normal person, but not phenomenal.

To make superhero character jumps a bit more exciting, the GM can implement an optional rule in which strength shifts count double for free levels of Effort when jumping. For example, a character with five strength shifts would get ten free levels of Effort on jump tasks instead of five. This allows them to do a 15-foot (4.5 m) standing jump as a difficulty 1 task (base difficulty 11, eased by 5 × 2 steps) and a 40-foot (12 m) running jump as a difficulty 5 task (base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car over their head.

Powerful Creatures

(Claim the Sky, page 63)

Superheroes don't just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters, or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.

Task Circumstances
LevelExample
9Demigod
10Kaiju 300 feet (90 m) tall
11Robot 1,000 feet (300 m) tall
12Vampire blood god
13Legendary monster*
14Archangel, demon prince, typical god or goddess†, multidimensional sorcerer
15Moon-sized space monster, pantheon leader‡

Modifying High-Tech Devices

(Claim the Sky, page 64)

It's common for technically savvy superheroes to fiddle with machines to make them work better or do something different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a defeated supervillain or found on an alien spaceship.

A character who expects to modify many devices should consider learning abilities such asInnovator,Jury-Rig,Modify Artifact Power,Modify Device, andQuick Work. A character who only wants to dabble in this sort of activity can do so, but it takes longer and is less efficient.

Small modifications are things like changing a device's target, range, or duration. "Small" is subjective and up to the GM, but generally, it means adding another target (although for some high-level devices, adding a target isn't a small change), increasing the range by one step (immediate to short, short to long, long to very long), or increasing the duration by one step (one minute to one hour, one hour to ten hours). The task difficulty for making a small modification is generally equal to the device's level minus 1, which also determines how much time it takes to complete the modifications.

Big changes are modifying a laser rifle to shoot cold or electricity, turning a communication device into a telepathic shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the device's level for the difficulty and creation time, but take half as long as the time listed.

A character modifying their own device eases the task. This applies whether the character built the device themselves or they've been repairing and tinkering with it long enough that they fully understand its workings.

Regardless of whether the change is big or small, failing the modification task means the character wastes the full amount of time spent attempting the modification, and uses up materials equal to the device's level minus 2, but they can try again. If they fail with a roll of a natural 1, it's likely that the free intrusion de la Meneuse means the device is ruined (but perhaps could be salvaged for materials).

Modification GM intrusions: The device gains a high depletion rate, needs to be recharged after each use, or develops a side effect such as overheating (inflicting damage to the user) or creating a thunderous noise.

Modifying a device is similar to using a power stunt to alter a character ability. If a character wants to make a permanent change to one of their technology-based abilities, the GM should treat that more like a permanent power stunt—costing XP—than a modification.

Modifying the appearance of an item is just a cosmetic change and should take only a few hours at most for a typical handheld or worn item like a weapon, helmet, or boots. Changing the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the extent of the changes.

Faster Crafting in a High-Tech Setting

(Claim the Sky, page 65)

In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these conditions, the GM should ease the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present for only about the first quarter of that time and the "helpers" taking care of the rest.

Notes de l'Editeur — The Inventor or Gadgeteer (CTS, 15) section is not included in the CSRD, but brings theToujours bricoler,Extra Use,Boost Manifest Cypher,Boost Manifest Cypher Function, andModify Cyphers abilities into context. Alternately, consider creating a PC with the Crafter Flavor presented in Old Gus' Daft Drafts.


Superhero Cyphers

(Claim the Sky, page 157)

In a superhero campaign, there's a fine line between cyphers (one-use items or abilities awarded by the GM, especially power boost cyphers), artifacts, character capacités spéciales (which may cost Réserve points to use), and other équipement (which has none of those criteria). The GM should keep in mind that it's good from a story point of view to let characters have equipment they need to deal more effectively with foes that might otherwise be too potent.


Superhero Artifacts

Accès Rapide: Superhero Artifacts

(Cypher System Rulebook, page 294)(Claim the Sky, page 158)

Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero stories. A few examples are below.

Darkest Book

(Claim the Sky, page 158)

Doctor Dread's Time Portal

(Cypher System Rulebook, page 294)

Notes de l'Editeur — Doctor Dread is a supervillain.

Omni Orb

(Claim the Sky, page 158)

A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so transporting a group of PCs 100 miles is probably within the orb's power.

Serum X

(Cypher System Rulebook, page 294)

Space Ring

(Claim the Sky, page 158)

Stellarex Crystal

(Cypher System Rulebook, page 294)


Basic Creatures and NPCs for a Superhero Game

(Cypher System Rulebook, page 291)

Dog, guard
level 3; attacks and perception as level 4
Genetically enhanced bruiser
level 3; attacks as level 4; health 15; 5 points of melee damage
Ninja
level 3; stealth as level 6
Robot minion
level 4; Armor 2
Bystander
level 2
Scientist
level 2; science-related tasks as level 4
Worker
level 2; health 8

Supervillains

(Cypher System Rulebook, page 356)

People with amazing abilities who use them for evil earn the label of Supervillain.


Chapitre 19 Post-Apocalyptic

Accès Rapide: Post-Apocalyptic

Accès Rapide: Post-Apocalyptic Rules

Realistic

Fantastic

(Cypher System Rulebook, page 295)

Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At least, the end of the world for most people. Players take the role of the survivors (or their descendants) trying to persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the long-awaited robot uprising, a powerful solar flare that burns out the world's power grids and communications, or even something as prosaic as a global disease pandemic.


Suggested Types for a Post-Apocalyptic Game

(Cypher System Rulebook, page 298)(RR, 119)

Suggested Types for a Post-Apocalyptic Game
RoleType
SurvivorExplorateur with préférence de furtivité
HeavyGuerrier
DealerEmissaire
TraderEmissaire with skills flavor
SageExplorateur with knowledge flavor
EvolvedAdepte
Post-Apocalyptic Foci

(OG-CSRD Editorial Addition)

In addition to any of the mundane foci, these foci might be appropriate for a post-apocalyptic game, depending on the nature of events that shaped the world:

In a post-apocalyptic setting with fantastic elements, Science Fiction Foci, Modern Fantasy Foci, or Modern Fantasy Flavors might make appropriate character options.


Post-Apocalyptic Descriptors

Accès Rapide: Post-Apocalyptic Descriptors

Standard

Species

Alternate Character Roles

(Rust and Redemption, page 112)

Characters who play out the apocalypse itself or who have just survived it and must pick up a few hours, days, or months after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much more sense to let your players choose roles for characters in a modern game.

Post-Apocalyptic Species Descriptors

(Cypher System Rulebook, page 300)

In addition to descriptors for human survivors, GMs may want to offer species affected by the disaster.

Notes de l'Editeur — The Species as Descriptor section is worth reading before deciding what will work best for your game.

Bitter

(Rust and Redemption, page 113)

Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe it was an organization or institution that let you down. Whatever it was, you've spent a lot of time pulled into yourself, paranoid and mistrustful of others. But something's happened lately that has at least opened you to the possibility of trusting others again. Maybe you have to work with someone else or die. Alternatively, perhaps you've decided to try one more time, despite your disillusionment. It's either that or fully give in to bitterness.

You gain the following characteristics:

  1. You found the other PCs in a situation they couldn't survive. Uncharacteristically, you helped them.
  2. You were facing certain death, but the PCs saved you, for no reason other than they saw your need.
  3. You want to change your ways, and the PCs seem to offer a chance for you to explore that possibility.
  4. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
Canien

(Rust and Redemption, page 113)

You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands, and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you decide which kind of canien you are. Most canien clothing and equipment accommodates walking on either two feet or four, so that's normally not an issue. Either way, you've got fur, a tail, and a noble dog visage true to your particular line of descent. And like most caniens, you're loyal to your pack and friends. But you may find strangers a little suspicious, in which case you aren't shy about letting them know. However, you're usually willing to entertain the idea that a newcomer may be a friend you just don't know yet.

You gain the following characteristics:

  1. One of the other PCs needed help, and you obliged without a second's hesitation.
  2. The other PCs were going somewhere, and you came along even though they didn't ask you to.
  3. Aggression got the better of you, and now you're running from the fallout of that experience.
  4. You feel that one of the other PCs is in danger in some way, and you'd like to help out or keep an eye on them.
Felis

(Rust and Redemption, page 113)

You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the elements, but you sometimes wear a harness for your equipment and may adopt boots for rough terrain and hats for fashion or function. Your visage is like that of before-times cats, including piercing, reflective eyes. Like other felis, you are crafty and cautious, unless you feel comfortable with others, in which case you can laze away hours in the sun or a warm spot. But if need be, you are quick to act and are not afraid to use your claws to defend yourself.

You gain the following characteristics:

  1. Everything was fine until you were attacked by a raiding band of "cat-skinners." The PCs helped you fight back or flee.
  2. You saw the PCs up to something, and your curiosity got the better of you, so you followed them.
  3. One of the other PCs invited you to join after they saw you scheme, plot, or solve a difficult problem.
  4. You got lost. The PCs found you and invited you to join their group.
Flutter

(Rust and Redemption, page 115)

You emerged from the chrysalis with your mind awash in skills instilled while you matured, as well as knowledge handed down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike "humans" who raised flutters into the light of self-knowledge. That was before humans were lost, leaving the world in ruins. Ruins that are now yours to refurbish and rebuild or, as many prefer, to ignore while you instead go your own way. Humans may have created you, but they're gone, and you can decide what you think you owe them, if anything.

As a flutter, you are kin to the much smaller natural moths that still flit by night. But you have an internal skeleton and lungs, and are far larger. For all that, you also have wings, a proboscis, and much thinner limbs than the average animal still roaming the world.

You gain the following characteristics:

  1. Some piece of knowledge gleaned from your time in the chrysalis made you seek out and join the PCs.
  2. The ruins are where knowledge of humans exists, and you heard the PCs were headed there.
  3. You overheard the PCs talking about a grand adventure, and you wanted to be part of it.
  4. You zigged when you should have zagged and ran headlong into the PCs. They patched you up and you stayed with them.
Hopeful

(Rust and Redemption, page 116)

Despite civilization's fall, you're optimistic about what the future could bring, confident that it will be bright. In fact, now that all the old institutions and cares of the world are gone, you hope something better can be rebuilt in its place. It's possible that you're bubbly and full of cheer. But you might instead be quietly confident, your hope revealed by the way you always try again if at first you fail. Being hopeful doesn't mean you're blind to others' faults, but you can hope they will do better next time, which might lead you to be more forgiving than other survivors. After all, when you screw up, you hope others will allow you the same luxury of learning from your mistakes.

You gain the following characteristics:

  1. The PCs were in a bad spot, and one of the other PCs asked you along to add some perspective.
  2. You had a spot of bad luck, but you jumped back in to try something new, hopeful it would work out.
  3. To make good on a promise to help, you came with the other PCs.
  4. You answered a cry for help when another PC got in over their head.
Mutant

Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some other mutagenic source, you are prone to mutation. You might look relatively similar to others of your species, or you might have one or more obvious physical differences that make it hard to disguise your nature. Not that you necessarily want to hide what you are; you might wish to proudly display what makes you different and, to your mind, better.

You gain the following characteristics:

  1. The other PCs found you in some weird "mutant" chrysalis and pulled you out; you were grateful and joined them.
  2. The other PCs were "hunting mutants" but when they found you, they realized they had been misguided.
  3. You wanted to get away from a bad situation, so you went with the PCs.
  4. The PCs asked you to come along, believing that your particular mutations could be harnessed for the benefit of the mission.
Morlock

(Cypher System Rulebook, page 300)

You have lived your life deep underground in artificial bunkers, hidden from the world's destruction and the brutal scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it's been replaced with strips of metal and glowing circuits.

You gain the following characteristics:

  1. The PCs found you in a collapsed subterranean tunnel.
  2. The other PCs encountered you exploring underground, and you convinced them to allow you to accompany them.
  3. You were exiled from the morlock communities and needed help on the surface.
  4. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part needed to repair a failing ancient system.
Rusted

(Rust and Redemption, page 117)

Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first seemed like a limitation. If you lost a limb, you use a prosthetic; if an eye, you sometimes quip that binocular vision is overrated. Sure, there are times when you struggle with discomfort, pain, and possibly even self-consciousness. However, overcoming all that only makes you stronger and more determined to succeed. Ultimately, your scars, your prosthetic (if any), and your story represent who you are: a survivor who overcomes whatever is thrown your way.

You gain the following characteristics:

  1. You bragged that there's nothing someone else could do that you couldn't do twice as well, which is how you got involved in your current situation.
  2. You're afraid of what might happen if the other PCs fail.
  3. You were tailing one of the other PCs for reasons of your own, which brought you into the action.
  4. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group's task.
Shiny

(Rust and Redemption, page 118)

You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the effects of the apocalypse. You also tend to fall into the orbit of people who are strong, unbeaten, and possessed of an inner brightness. You believe that they, like you, reflect the light of some greater spiritual purpose in the world. When you believe you are acting in that glow, you are emboldened and may take risks others fear. You don't seek death, but you're confident that death in the pursuit of something shiny is the definition of a life well-lived.

You gain the following characteristics:

  1. It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you.
  2. The first word that popped into your head upon seeing the PCs was "shiny."
  3. You think the tasks ahead will present you with unique and fulfilling challenges.
  4. Someone you trust and respect above all others suggested you join the PCs to help them complete their task.

The Scavenges focus can be used as written in the Cypher System Rulebook, but whenever the abilities point to the scavenging rules and tables from the rulebook (includingRuin Lore,Junkmonger,Know Where to Look, and other abilities), use the optional rule for scavenging or repairing and building.

Roach

(Cypher System Rulebook, page 301)

You are born of a species of evolved insects once called "cockroach," but that is far in the past. Radiation and forced evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering spirit and seek to explore the fallen world and find a new way forward.

You gain the following characteristics:

  1. The PCs didn't realize what you were when they asked for your help.
  2. You've managed to hide your roach ancestry so well that everyone thinks you are like them.
  3. You are the last of your kind.
  4. You have a secret agenda, and the PCs were gullible enough to let you come along.

Additional Post-Apocalyptic Equipment

(Cypher System Rulebook, page 299)

Post-Apocalyptic Currency

(Rust and Redemption, page 126)

In your setting, you may want a new currency that PCs can use to purchase goods and services that fall into the various price categories. Currency of some sort can be used in places where survivors trust each other enough not to steal or kill for resources. A few options are described here.

Ammunition as Currency
Price CategoryRounds of Ammo
Inexpensive1 bullet
Moderate10 bullets
Expensive500 bullets
Very expensive1,000 bullets
Exorbitant10,000 bullets
Post-Apocalyptic Equipment

(Cypher System Rulebook, page 299)(Rust and Redemption, page 128)

In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might be available in trade from other survivors, or in the rare trade town.

Notes de l'Editeur — These tables combine contents from Cypher System Rulebook and Rust and Redemption. Linked items lead to entries from The Stars are Fire for reference, but discrepancies are present due to technology ratings within the genre. For example, a padlock with keys is a level 3 item in a science fiction setting, but a level 5 item in a post-apocalyptic (or modern) setting.

Inexpensive Items

(Cypher System Rulebook, page 299)(Rust and Redemption, page 128)

Inexpensive Weapons
Inexpensive WeaponsNotes
KnifeRusty and worn
Light weapon, ImprovisedChair, ice skate, frying pan, etc.; could break after one combat
Wooden club
Inexpensive Armor
Inexpensive ArmorNotes
Animal hideLight armor; rank odor hinders stealth tasks
ShieldAsset to Speed defense
Inexpensive Other Items
Inexpensive Other ItemsNotes
Candle
Duct tape rollUseful and ubiquitous
Food, perishableSingle helping of fruit, vegetable, recently slaughtered animal, etc.
MatchesSingle box or book
Medication, one pillPain relief, allergy, antacid, antibiotic, anti-nausea, or another single drug pill
Plastic bagUseful and ubiquitous; won't last long
Shopping cart/wheelbarrow
Sunglasses
Tool, single hand toolHammer, tape measure, manual drill, or other single hand tool
Moderately Priced Items

(Cypher System Rulebook, page 299)(Rust and Redemption, page 129)

Moderately Priced Weapons
Moderately Priced WeaponsNotes
Baseball batMedium weapon
Hand axeLight weapon
Knife, multipurposeLight weapon; asset to small repair tasks
MacheteMedium weapon
Moderately Priced Other Items
Moderately Priced Other ItemsNotes
Backpack
Batteries4-pack, household (one use or rechargeable)
Bicycle/skateboard/inline skatesUse requires same attention as other vehicular movement
BinocularsAsset for perception tasks at range
Bolt cutterCuts bolts, chains, bars, etc. of up to level 5
Climbing gearAsset for climbing tasks
CrowbarAsset for breaking into stuck or locked doors
First aid kitAsset for twenty healing tasks before contents used up
Food, preservedSingle can of food, water, or condiment, typically from before-times
Gas maskBreathable air for four hours
GlassesCorrects for different vision impairments
HandcuffsLevel 5
Lighter (butane or electric)Depletes after 1d100 uses (but may be refilled/recharged)
Matches, windproofSingle container (25 matches)
Medication, one bottlePain relief, allergy, antacid, antibiotic, anti-nausea, or another drug in a bottle
Padlock with keysLevel 5
Personal hygiene product, singleToilet paper roll, menstrual supply, soap, etc.
Portable lamp or flashlightRequires batteries (expensive version recharges with sunlight or crank)
RopeNylon, 50 ft (16m)
Sleeping bag
Textbook, "How To"Asset to one knowledge task such as plumbing, electronics, gardening, etc.
Tool set, hand toolsIncludes hammer, tape measure, screwdriver, pliers, etc.
Water filter straw or bottleFilters water while drinking
Expensive Items

(Cypher System Rulebook, page 299)(Rust and Redemption, page 130)

Expensive Weapons
Expensive WeaponsNotes
BowMedium weapon, long range
Handgun, lightLight weapon, short range
Handgun, mediumMedium weapon, long range
RifleMedium weapon, long range
ShotgunHeavy weapon, immediate range
Expensive Armor
Expensive ArmorNotes
Kevlar vestMedium armor
Riot gearMedium armor
Expensive Other Items
Expensive Other ItemsNotes
Ammo handloading toolsAsset (and needed supplies) for creating ammunition
Hazmat suitLight armor, +2 Armor against chemical and radiation damage
Radiation detector, handheldImmediate range
Nightvision gogglesSee in darkness as if dim light at long range
Radiation tentPrevents damage from environmental radiation for three days
Radiation pill (pack of 5)Asset for defense tasks against radiation effects for 12 hours
Handloading Tool Set

(Rust and Redemption, page 73)

A set of handloading tools includes a variety of instruments such as lubricant, powder funnel, and a small press, used to create ammunition for a firearm. To fashion ammunition, the user must spend an uninterrupted hour using the handloading tools, at the end of which time they have created about 25 bullets.

If treated as a Pre-Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set can be recharged with 1 load of metal junk and 1 load of chemical junk).

Very Expensive Items

(Rust and Redemption, page 130)

Very Expensive Weapons
Very Expensive WeaponsNotes
Handgun, heavyHeavy weapon, long range
Assault rifleHeavy weapon, rapid-fire weapon, long range
Rifle, heavyHeavy weapon, 300-foot (90 m) range
Submachine gunMedium weapon, rapid-fire weapon, short range
Very Expensive Armor
Very Expensive ArmorNotes
Lightweight body armorMedium armor, encumbers as light armor
Military body armorHeavy armor
Very Expensive Other Items
Very Expensive Other ItemsNotes
VehicleCar, truck, van, boat, or prop two-seater plane (internal combustion engine or EV)
HorseTrained for riding (typically found with a few days of feed)

Optional Rules for the Apocalypse

(Rust and Redemption, page 61)

The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after civilization falls. Some represent useful information that rarely comes up in other games but is ever present in almost every post apocalyptic game, such as scavenging and how to repair before times machines, the game effects of exposure and starvation, and so on.

Other optional rules support play in the aftermath of a particular type of cataclysm or style of play. If nuclear war destroyed the world, the landscape is likely much different than if a pandemic wiped out most people.

And that's to say nothing of more fantastic elements that can pop up in a post apocalyptic setting, such as the civilization shattering aftereffects of the Christian Judgment Day, kaiju, time storms, and so on.

Most of the rules are meant for the GM's eyes only—things that happen behind the scenes or that are secrets the PCs might find out over the course of the game.

Realistic Versus Fantastic Optional Rules: Some of the optional rules presented here are for realistic or plausible scenarios like nuclear war or climate change, and some are for fantastic events and settings such as time storms, the return of magic, or incredible mutations. Realistic optional rules usually also apply in games that use one or more fantastic optional rules. Ultimately, it's your choice. Feel free to use some, all, or none of these optional rules when running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist to the game.

Exposure, Starvation, and Dehydration

(Rust and Redemption, page 62)

Codifying the effects of exposure, starvation, and ,dehydration for a tabletop RPG probably makes sense only in a post-apocalyptic scenario, given that survival is a primary theme of the genre.

When to Use: If PCs are exposed to the elements, don't have enough food, and/or don't have enough water, their health and life span are directly affected.

Exposure

(Rust and Redemption, page 62)

The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before degrading.

Rule of Three: One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and you can survive for three weeks without food. However, the rule depends on a person not being directly exposed to the environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which is not most people. Usually, in a post-apocalyptic RPG scenario, PCs won't have such luxuries.

Starvation

(Rust and Redemption, page 63)

Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if the character makes a recovery roll to regain lost Pool points). In addition, after seven days without food, a starving character must make a level 5 Puissance jet de défense each day that follows. On a failed roll, the character descends one step on the damage track.

Dehydration

(Rust and Redemption, page 63)

Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any day a PC has taken dehydration damage, their tasks are hindered (even if the character makes a recovery roll to regain lost Réserve points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Puissance jet de défense each day. On a failed roll, the character descends one step on the damage track.

Radiation in the Real World

(Rust and Redemption, page 63)

Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations, cancer, and death.

Methods to detect and mitigate radiation are useful to avoid stumbling into it in the first place, as described in the next section. Dangerous radiation harms and eventually kills people and other creatures, as described under the sections that follow.

Use this optional rule to evoke a more realistic approach to dangerous radiation. You could also use it in a setting with fantastic elements as a baseline effect, even if for some, exposure also leads to the potential for incredible mutations.

When to Use: If nuclear war led to the apocalypse, regions of dangerous radiation linger in the aftermath. Even if you predicate that civilization fell for some other reason, radiation could still be a hazard: a few nuclear bombs may have since been launched by a doom driven survivor group that found an old silo, a before times nuclear power plant went critical and PCs must access it, alien invaders used weapons that left behind radioactive scars, or just because.

Telltale Signs of Radiation

(Rust and Redemption, page 63)

Radiation Damage

(Rust and Redemption, page 64)

Especially intense radiation, such as might be found at the center of an area bearing telltale signs of contamination, harms PCs soon after they are exposed.

  • Immediate Effects of Exposure: When PCs are exposed to dangerous radiation without shielding, they suffer 3 points of ambient damage per minute each time they fail a difficulty 3 Puissance defense task; on a success they still take 1 point of ambient damage. If they spend more than ten minutes in the area, or fail three Might defense rolls against radiation during any single period of radiation exposure, they are subject to radiation sickness.

    A character who has scavenged, repaired, or cobbled together a hazmat suit is still vulnerable, though less so. The suit eases a wearer's Might defense tasks, though the wearer takes 1 point of ambient damage (because the suit provides +2 to Armure against damage from radiation) every few minutes with each failed defense roll. Unless they tear their suit or are otherwise compromised, they're generally not subject to radiation sickness.

Disease: Radiation Sickness

(Rust and Redemption, page 64)

Level 8 disease: Nausea, vomiting, diarrhea, and fatigue appear within minutes to hours of a PC contracting radiation sickness. Hours later, the PC may suffer skin burns and hair loss. Days later, they experience extreme weakness, weight loss, and potentially death.

Each day the PC fails a Puissance jet de défense, they descend one step on the damage track. If they succeed on three Might defense rolls, they gradually improve and throw off the sickness effects within a few weeks.

Dangerous radiation: Level 3

Taking iodine tablets eases Puissance jets de défense against radiation sickness by three steps.

Scavenging

(Cypher System Rulebook, page 296)(Rust and Redemption, page 64)

Survivors need food and shelter in a world turned upside down. Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of safety.

When to Use: PCs in a post apocalyptic setting that aren't prepared or that have lost access to their resources and base must usually spend part of each day scavenging for supplies and/or a place of safety. Scavenging is what happens anytime they search for food, water, and shelter.

Food, Water, and Shelter

(Cypher System Rulebook, page 296)(Rust and Redemption, page 65)

PCs in a post apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of reasons, including because that's the situation you start them in, they're exploring a new area, their settlement was overrun by raiders and they barely escaped with their lives, or something else.

Generally, characters must spend ten minutes to an hour searching through the rubble and ruins in a particular area before they have a chance of finding food or a refuge.

Characters who succeed in finding food and water or refuge also get to roll up to once each day on the Useful Stuff table and three times on the Junk table. (Some characters won't care about rolling on the Junk table; no need to have them make rolls if that's the case.) If a "food" or "water" result is obtained on the Useful Stuff table, PCs discover double the amount of resources and have enough for two days for six people.

Consider using a intrusion de la Meneuse to add additional color by way of an unexpected threat or hazard as they search, especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for resources.

Useful Stuff

(Cypher System Rulebook, page 297)(Rust and Redemption, page 66)

Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful stuff is often found along with these basic requirements.

Useful Stuff (Basic)

(Cypher System Rulebook, page 298)

Useful Stuff (Basic)
d100Item Found
1–10Tools (provide an asset to tasks related to repair and crafting)
11–20Medicine (provides an asset to one healing-related task)
21–25Binoculars
26–35Chocolate bar or similarly sought-after candy or snack
36–45Textbook (provides an asset to a knowledge-related task)
46–50Coffee or tea
51–55Gun or rifle with ten shells or bullets
56–60Flashlight
61–65Loot
66–70Gasoline (2d6 × 10 gallons)
71–75Batteries
76–80Functioning vehicle (sedan, pickup, motorcycle, etc.)
81–85Generator
86–90MRE cache (food and water for six people for 1d6 weeks)
91–95Ammunition cache (100 shells or bullets for 1d6 different weapons)
96–97Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two)
98–99Cypher (in addition to any other cyphers the GM awards)
00Artifact (in addition to any other artifacts the GM awards)
Useful Stuff (Expanded)

(Rust and Redemption, page 66)

Useful Stuff (Expanded)
d100Item Found
01Water filter straw or bottle
02Windproof matches, box
03Gas mask
04Soap, shampoo, or other hygiene product
05 Tool, hand (the right tool for the job provides an asset on repair and crafting tasks)
Specific Tool Found
d10Specific Tool Found
1Manual drill
2Hammer
3Tape measure
4Lever hoist/ratchet/come along
5Screwdriver, multibit
6Saw
7Pliers
8Wrench
9Level
10Clamps
06Carabiner
07–08Bungee cords
09–10 Tool, corded or battery powered (the right tool for the job provides an asset on repair and crafting tasks)
Specific Tool Found
d10Specific Tool Found
1Drill, corded or battery
2Miter saw, corded
3Circular saw, corded
4Table saw, benchtop
5Welding kit
6Impact driver, corded or battery
7Chainsaw, gas, corded, or electric
8Nail gun, corded, battery, or air driven
9Air compressor
10Heat gun, corded or battery
11 Construction/repair supply (the right material provides an asset to a task that would benefit from its use; counts as one load of construction junk)
Component or Substance
d6Component or Substance
1Glue, wood, ceramic, or super
2Epoxy, metal welding
3Nails, screws, fasteners
4Electrician's tape
5–6Duct tape
12Nightvision goggles
13First aid kit (provides an asset to 1d20 healing-related tasks before exhaustion)
14Ammunition handloading tool set (provides an asset to crafting ammunition)
15–16 Over the counter (OTC) medicine (provides an asset to one qualifying healing-related task)
Specific Medicine Found
d10Specific Medicine Found
1Pain reliever (aspirin, ibuprofen, acetaminophen, or naproxen) pill
2Antihistamines, pills or salve
3Antacids, pills or chews
4Sunscreen, oil or spray
5Cold/flu treatment, pills or liquid
6Antibiotic, spray or gel
7Liquid bandage, spray or liquid
8–9Pain and discomfort relief for PMS (blended ingredients)
10Anti-nausea, pills or liquid
17Pads and tampons
18Condoms
19 Prescription medicine (vanquishes or treats symptoms of an eligible disease or illness, if enough medicine is found)
Condition Treated by Meds
d20Condition Treated by Meds
1Blood clots
2Hypothyroidism
3Diabetes
4High blood pressure
5Depression and anxiety
6Heart and artery conditions
7High cholesterol
8Bacterial infection
9Lung issues
10Seizures and epilepsy
11Asthma
12Arthritis
13Degenerative nerve conditions
14Cancer
15Pregnancy prevention and ending
16Gender dysmorphia
17Enlarged prostate
18Ulcers
19Acid reflux
20Radiation sickness
20Binoculars
21Horse, trained for riding (typically found with a few days of feed)
22Magnifying glass
23Glasses, readers
24Box of black permanent markers
25Scissors
26—35 Food and water (enough for five people for one day)
Specific Food/Water Found
d100Specific Food/Water Found
01–02Baby food, jarred
03–06Beans, dried
07–08Beans, canned
09–12Bouillon cubes
13–14Canned pasta
15–16Cereal, breakfast
17–18Cheese in wax
19–20Chocolate, dark
21–22Coffee, instant
23Eggs, fresh
24Eggs, powdered
25–26Energy bar
27–28Fruit, canned
29–30Fruit, dried
31–32Fruit, fresh
33–34Flour, white
35–36Flour, other
37–38Honey
39–40Liquor
41–42Mayonnaise
43–44Meat, canned
45Milk, fresh
46Milk, powdered
47–48Mustard
49–50Nuts
51–52Oatmeal
53–54Oil, sealed in can
55–56Pasta, dried
57–58Pet food, canned
59–60Rice, dried
61–62Salt
63Snack bag, dried chips, etc.
64Snack, candy or baked snack
65–66Soda, can
67–68Spices
69–70Sugar
71–73Tea, in a tin
74–75Yeast, dry
76–77Vegetables, canned
78–79Vegetables, canned
80–87Water, bottled
88–96Water, canned
97–98Wine, common
99–00Wine, fine
36Food cache (enough for five people for 1d20 weeks)
37Water cache (enough for six people for 1d20 weeks)
38Plastic bag (won't last long)
39–45 Textbook or "how to" manual (asset to related knowledge task if studied for about an hour)
Topics Covered
d10Topics Covered
1Plumbing
2Electronics
3Gardening
4Farming
5Civil engineering
6Robotics
7Health
8Renewables (solar, wind)
9Smithcraft
10Chemistry
46Supply stash (roll on this table 1d6 +2 times)
47Books (1d10 books of fiction)
48Toy wagon
49Shopping cart or baby carriage
50Wheelbarrow
51Skateboard, roller skates/blades, or similar
52Can opener or can punch
53Gloves
54Sunglasses or safety goggles
55Ear plugs
56Extension cord or power tree
57Lighter, butane
58Lighter, plasma
59Flashlight, battery and/or crank-powered
60–63 Weapon, melee
Weapon
d10Weapon
1Sap/blackjack (light)
2Hand axe (light)
3Hunting/combat knife (light)
4Brass knuckles (light)
5Axe (medium)
6Baseball bat (medium)
7Baton (medium)
8Saber/machete (medium)
9Bow (medium)
10Pickaxe (heavy)
64Broom or mop
65Padlock with keys
66 Armor
Specific Armor
d6Specific Armor
1Leather jacket (light armor)
2Kevlar vest (medium armor)
3Lightweight body (medium armor, encumbers as light armor)
4Riot gear (medium armor)
5Military body (heavy armor)
6Crafted from trash cans (variable)
67Bivouac sack
68SCUBA gear
69Straitjacket
70Game, physical (puzzle, board game, RPG)
71Canteen
72Hazmat suit (light armor, +2 Armor against chemical and radiation damage)
73–74 Vehicle
Specific Vehicle
d20Specific Vehicle
1Airplane, prop
2Ambulance
3Balloon
4Boat
5Bus
6Car, consumer (gas or EV)
7Truck, consumer (gas or EV)
8Fire engine
9Forklift
10Garbage truck
11Helicopter
12Jet
13Lawnmower, riding (gas or EV)
14Motorcycle (gas or EV)
15Bicycle (pedal or EV pedal)
16Police car
17Scooter
18Tractor (gas or EV)
19Train engine
20Van
75–78 Firearm (usually found with about 10 bullets or shells)
Specific Firearm
d10Specific Firearm
1–2Handgun (light, short range)
3–4Handgun (medium, long range)
5Rifle (medium, long range)
6Shotgun (heavy, immediate range)
7Handgun, big (heavy, long range)
8Assault rifle (heavy, rapid fire, long range)
9Heavy rifle (heavy, very long range)
10Submachine gun (medium, rapid fire, short range)
79Hand grenade (4 points of damage in immediate range)
80Ammunition cache (100 shells or bullets for 1d6 different weapons)
81Bolt cutters
82Climbing gear
83Crowbar
84Handcuffs
85Firearm cache (1d6+ 4 firearms; a mix of light, medium, and heavy weapons, each usually found with about 10 bullets or shells)
86–87Boots
88 Power
Specific Kind of Power
d10Specific Kind of Power
1Generator (gas)
2–3Batteries, 4 pack, household
4Batteries, 4 pack, household (rechargeable)
5Consumer battery recharger
6Battery, car (12V)
7Battery, portable power station (rechargeable)
8Gasoline (2d6 × 10 gallons)
9Solar panels, portable
10Home battery (often connected to solar)
89Lantern, kerosene or battery
90 Electronics, consumer, general (functional, but without power or network connection, normally considered junk)
Specific Device
d10Specific Device
1Smartphone
2Laptop
3TV
4Headphones, wireless or wired
5Fitness tracker
6Smart speaker
7Game console
8Digital camera
9Tablet
10Smartwatch
91Art supplies
92Mask, dust and particulates
93Rope, nylon
94Sleeping bag
95Tent
96Tires, stored
97Toilet paper, stored
98Turntable and/or CD player (usually found with supply of old records and/or CDs of music)
99 Loot (stuff people thought was valuable in the before times)
Specific Valuable
d6Specific Valuable
1Silver dollar coin
2Gold eagle coin
3Book of rare stamps
4Framed art
5Designer wristwatch
6Jewelry
00 Radiation control item
Specific Item
d6Specific Item
1Radiation tent (prevents radiation damage for three days)
2Radiation pill (pack of five; eases jets de défense against radiation effects for 12 hours)
3Handheld radiation detector
4Radiation badge
5–6Manual describing radiation remediation best practices
Junk

(Cypher System Rulebook, page 298)(Rust and Redemption, page 70)

Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to function—such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But some PCs might have a use for it. That includes PCs with the Scavenges focus, as well as any character that decides to take advantage of the Repairing and Building section described in this optional rule.

Junk
d10Item Found
1Electronic (stereo, DVD/Blu ray player, smartphone, electric fan, printer, router, etc.)
2Plastic (lawn furniture, baby seat, simple toys, inflatable pool, etc.)
3Chemical (cleaning solution, fuel, paint, rat poison, solvents, industrial chemicals, etc.)
4Metal (old playsets, grills, empty barrels, frying pan, metal siding, etc.)
5Glass (vases, windows, bowls, decorative pieces, etc.)
6Textile (coats, pants, shirts, bathing suits, blankets, rugs, paper currency, etc.)
7Vehicle (car/airplane/watercraft bodies, scavenged electronics, tires, seats, etc.)
8Construction (cinder blocks, lumber, siding, wiring, pipes, bricks, insulation, shingles, etc.)
9Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.)
10Unearthly (weird components, alloys, and materials scavenged from alien spacecraft)

Notes de l'Editeur — The Junk table from the Cypher System Rulebook is omitted in favor of the one presented in Rust and Redemption.

Repairing and Building

(Rust and Redemption, page 71)

Equipment Maintenance

(Rust and Redemption, page 72)

Sometimes, a piece of equipment a PC relies on breaks. Use a GM intrusion to let the character know. PCs who know—or who learn—that equipment wear and breakage is a possibility can be proactive. They can spend about an hour on equipment maintenance each week. Maintenance requires the PC to expend 1 load of metal or construction junk each week, or to break down a few related items of scavenged useful stuff to get what they need. If PCs put in the time to keep their gear in good condition, they should face fewer, if any, GM intrusions related to their equipment failing them. No roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time thereafter, unless a special circumstance occurs.

When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of the larger optional rule for scavenging, repairing, and building, because if something breaks due to lack of maintenance, PCs should have a chance to fix it.

Repairing and Crafting Difficulty and Time

(Rust and Redemption, page 72)

Loads of junk required for buildings (vs. repairing) are two to ten times the indicated values.

Repairing and Crafting Difficulty and Time
Difficulty Project Repair Time Build Time Loads of Junk Required (for repair)
0 Tying a rope, finding a rock, etc. Minutes
1 Torch 1 minute 5 minutes 1 construction
2 Spear, piece of simple furniture 10 minutes 1 hour 1 construction
2 Lean to shelter 10 minutes 1 hour Deadfall or 1 construction
3 Bow, door, steps, simple bridge 1 hour 1 day 1 construction
3 Simple article of clothing 10 minutes 3 hours 1 textile
3 Light armor 1 hour 10 hours 1 textile
3 Wheelbarrow 10 minutes 1 hour 1 vehicle
4 Desk with drawers, other complex furniture 1 hour 1 day 1 construction, 1 plastic, 1 textile
4 Single plumbing project 3 hours 1 day 1 construction, 1 plastic
4 Wiring small structure for electricity 3 hours 2 days 1 construction, 1 electronic
4 Ammunition, 25 rounds 2 days 1 chemical, 1 metal
4 Medium armor 1 hour 1 day 1 metal, 1 textile
5 Cabin, small 1 day 1 week 2 construction
5 Motorcycle 1 day 2 months 1 metal, 1 vehicle
5 Car or truck 2 days 5 months 1 electronic, 1 vehicle
5 Firearm 3 hours 1 month 1 metal, 1 plastic
5 Bulb, radio, common electronic items 3 hours 1 month 3 electronic
5 Heavy armor 1 day 1 month 1 metal, 1 textile, 1 plastic
6 Generator, transmitter, watch, other complex electronic items 1 day 2 months 5 electronic, 1 vehicle
6 Cabin, multiple rooms, with amenities 1 week 6 months 4 construction, 2 electronic, 1 plastic, 1 glass, 1 metal
6 Medicine 1 week 1 month 1 medical
7 Computer, smartphone, TV, other intricate electronic items 1 week 1 year 2 electronic, 1 plastic, 1 metal
7 Medical device 1 week 1 year 2 electronic, 1 plastic, 1 metal, 1 medical
7 Airplane, military vehicle 1 month 2 years 4 electronic, 4 plastic, 4 chemical, 6 metal, 2 vehicle
8 Spacecraft, chemical rocket propelled 1 month 20 years 8 electronic, 8 plastic, 12 chemical, 20 metal
9–10 Advanced unearthly technology Months Many years 5 unearthly
Advanced and Alien Tech

(Rust and Redemption, page 73)

Many popular post-apocalyptic stories feature salvage in the form of highly advanced or even alien technology.

If fantastic and advanced devices exist in the setting, PCs can find them. If something is advanced and/or alien enough, PCs may have to develop special skills to use it, as noted hereafter. The existence of this tech in your setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens, but the tech could just as easily stand alone or be part of an End of Days theme.

When to Use: If the apocalypse that ended your world featured a time rip, alien invaders, a catastrophic alien ship crash, a starting date that is several decades into our own future, or an alternate timeline where things happened differently in the past than in the real world, this rule is applicable. You can also use it if you just want to introduce a bit of mystery to your game that will confound PCs' expectations on how their world really ended.

Advanced Artifacts and Cyphers Fantastiques Manifestes

(Rust and Redemption, page 74)

In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could discover unusual objects in the form of fantastic cyphers and unusual post apocalyptic artifacts.

Understanding Advanced and Alien Tech

(Rust and Redemption, page 74)

Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even harder.

Advanced and Alien Tech GM Intrusions

(Rust and Redemption, page 74)

Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to understand how to use it again after resolving the intrusion.

Advanced and Alien Tech GM Intrusions
d10 Result of Intrusion
1Ooze sprays the character, then hardens, trapping them until they can escape a level 4 "shell."
2Device becomes stuck in midair, immovable as if caught in invisible, otherwise intangible cement.
3Device grows increasingly hot over the course of one minute, then fuses into a nonfunctional lump.
4Device shoots like a bullet in a random direction for a long distance, lodging itself in a structure or tree.
5Very bright light flashes from the device, blinding the PC for a few minutes.
6A blue light on the device begins flashing; if device is not destroyed, an alien enthraller investigates.
7Device function is triggered, as are any other devices (cyphers and/or artifacts) the PC carries.
8Mutagenic energy pulse; character develops a distinctive mutation over the course of ten hours.
9Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character.
10Device detonates, inflicting damage equal to its level on everything within short range on a failed Célérité jet de défense, or 2 points of damage even with a successful roll.
Incredible Mutations

(Rust and Redemption, page 75)

Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic engineering, or some other mutagen) can instill strange new abilities in previously normal creatures, plants, NPCs, and even PCs, though often with a few drawbacks, too.

This section describes several ways to introduce incredible mutations to your game, including letting the environment evoke the concept, PC opt in, transitory mutations PCs have less control over, and transitory mutations based on cyphers. You can pick one or two, or use them all at different times and for different needs in your game.

Notes de l'Editeur — Random tables for different kinds of PC muations are presented in Chapitre 9: Capacités.

Mutated Creatures, Plants, and NPCs

(Rust and Redemption, page 75)

The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have only harmful mutations, but others could have adaptive mutations.

Harmful Mutations: Some creatures, plants, trees, fungus, and NPCs could present with disturbing, harmful mutations, such as the following examples. Their tasks are usually hindered.

Adaptive Mutations: A disturbing mutation might only look strange and not be an impediment to the animal, plant, or NPC. It might even provide some benefit, as follows.

Notes de l'Editeur — Mutated creatures can also gain powerful mutations in the form of creature templates like blighted.

Règle Optionnelle: Transitory Mutations

(Rust and Redemption, page 75)

Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is triggered, replacing the specific benefit (or drawback) of the volatile mutation previously granted to the PC.

You can use this optional rule instead of the mutant descriptor optional rule, or allow both in the same game. If using transitory mutations, not every PC in your game needs to have a volatile mutation.

Volatile Mutations: A character can begin the game with one volatile mutation that changes during play, one distinctive mutation that usually does not change, and, at their option, one or two cosmetic mutations.

Alternatively, the PC could gain a volatile mutation (and one distinctive mutation) after their first encounter with radiation or some other mutagenic agent. Additional encounters with radiation don't give a PC further volatile mutations but could cause the one they have to mutate into something else.

If the PC gains a volatile mutation, roll randomly on the Beneficial Mutations table. That mutation lasts until a triggering event occurs, at which time their volatile mutation is replaced, as indicated. A character normally cannot trigger replacement simply by willing it to occur, but they could choose to fail the Intellect jet de défense that some triggers require to maintain their current volatile mutation.

Adjusting the Volatility: Choose which triggering events apply to determine how volatile you'd like transitory mutations to be in your setting. For instance, if you prefer that volatile mutations change only when PCs encounter radiation, choose that option and ignore the others. Alternatively, you might prefer more variability and use most or even all the triggering events noted.

Cyphers as Volatile Mutations: If a character has volatile mutations, one way to handle it is to give them an additional subtle cypher slot, and their volatile mutation is whatever subtle cypher is in that slot. A character can begin the game with one cypher volatile mutation that changes during play (or gain it after surviving radiation damage) and one distinctive mutation that usually does not change, plus—at their option—one or two cosmetic mutations.

A cypher volatile mutation operates almost entirely like regular volatile mutations, except as follows.

Other Consequences of Volatile Mutations

(Rust and Redemption, page 76)

If a character gains a mutation that grants them points to a Réserve (such as strengthened bones, which gives +5 Puissance), then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect their current Pool value, depending on whether they were completely healthy or not.


Post-Apocalyptic Threats, Hazards, and GM Intrusions

(Rust and Redemption, page 85)

Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging, attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table.

Realistic Threats and Hazards

(Rust and Redemption, page 86)

Realistic Threats and Hazards
d100 Threat or Hazard
01–03Blocked road: The road ahead is so filled with abandoned, rusted before-times vehicles that the PCs must walk if they want to take that route. Walkers are unable to see more than an immediate distance in any direction between the cars. If PCs have a vehicle larger than a bicycle, they'll have to find another way or leave it behind.
04–06Setting-specific element: Choose a hazard from a set piece or optional rule you're using, or if you want to shake things up, roll on the Fantastic Threats and Hazards table. Or just choose the next result on this table.
07–10Angry ants (level 2): Thousands of biting ants pour from cracks in the pavement, attacking everything in an immediate area, inflicting 2 points of damage if they hit a target and, on a failed Puissance jet de défense, dazing targets with pain for one round. Even if a target succeeds on its initial Célérité defense roll, it takes 1 point of damage because the ants are everywhere.
11–14Enraged wasps (level 3): This wasp swarm acts as a single level 3 creature whose stinging attacks ignore Armor. Attacks on the swarm that don't deal area damage inflict only 1 point of damage.
15–17Cannibal convoy: A before-times RV pulls up. It's the current property of a group of four to ten people who make the biofuel the vehicle runs on. They seem nice, but they're actually cannibals thinking of inviting the PCs for dinner.
18–20Earthquake, minor (level 3): The ground within long range of an epicenter heaves and shakes for one or more minutes. Each round, creatures in the area take either 3 points of damage due to the general shaking on a failed Célérité jet de défense, or 6 points of damage if they are in or adjacent to a structure or terrain feature shedding debris on a failed Speed defense roll.
21–23Radioactive crater (level 3): Inflicts 3 points of ambient damage per round and moves the character one step down the damage track each day they fail a difficulty 5 Puissance defense task.
24–26Radioactive storm (level 3): Treat as a radioactive crater, but one that moves.
27–29Exposed electrical wiring, minor (level 3): Inflicts 3 points of damage per round of contact, and the character is stunned and unable to take their next action until they succeed on a difficulty 3 Puissance defense task.
30–33Dilapidated infrastructure, minor (level 3): The floor gives way beneath a character who falls 30 feet (9 m) on a failed Célérité jet de défense, taking 3 points of ambient damage and moving one step down the damage track.
34–40Poisoned waters, minor (level 3): Whether it's water flooding a structure, a stream, a swamp, or a lake, drinking it inflicts 3 points of damage per round for three rounds on a failed Puissance defense task, and merely getting wet inflicts 1 point of damage per round for three rounds on a failed Might defense task.
41–48Bridge, dangerous (level 4+): PCs on an overpass, train trestle, or other bridge must make a Célérité jet de défense as a section gives way beneath their feet, potentially dropping them 40 to 200 feet (12 to 60 m).
49–53Burning structure (level 4): Everything in or within immediate range of this fire takes 4 points of damage each round on a failed Célérité jet de défense. If PCs can't get away, choking smoke in the area means they must succeed on Puissance defense rolls each round or suffer 2 points of ambient damage and lose their next action.
54–57Choking pollution (level 4): Asbestos and other substances once safely bound up in the infrastructure are loose, sometimes as clouds of dangerous particulate matter inflicting 4 points of damage per round for three rounds on a failed Puissance jet de défense.
58–67Raider patrol: Whether on scavenged trucks or motorcycles, or riding mutant pigs bred as war mounts (war pigs), a group of three to six fell riders is bad news.
68–72Avalanche (level 5): A rumble precedes the falling snow as an avalanche of snow threatens to bury the PCs. (The avalanche could be debris or rubble instead of snow.)
73–75Dilapidated infrastructure, major (level 5): The building, underpass tunnel, or cave collapses, or the bridge over which the vehicle is passing crumbles. Characters suffer 5 points of damage, and on a failed difficulty 5 Célérité task are buried under suffocating rubble until they can escape or are rescued. For additional danger, treat as an unstable structure.
76–78Disease (level 5+): Even if the world didn't end because of a pandemic, disease threatens the PCs when they meet a group of especially unlucky (and diseased) survivors.
79–80Flooded region (level 5): A failed Célérité jet de défense means the rushing waters envelop the character, inflicting 5 points of damage and moving them a short distance in the direction of the water's flow. A serious flood could further endanger the character.
81Firenado (level 5): Fire generates a vortex of flame and smoke, creating a rotating column of air that draws in flames and debris, resulting in a powerful whirlwind of fire. The vortex moves an immediate distance (on a roll of 1–3 on a d6) or a short distance (on a roll of 4–6 on a d6) each round in a random direction, persisting for 1d6 + 2 rounds before dispersing. Anyone intersected by the firenado's immediate-radius area takes 5 points of damage each round on a failed Célérité jet de défense. The PC must also succeed on a Puissance defense roll or be pulled up into the firenado, burned for another 5 points of damage, and hurled in a random direction a short distance, which inflicts another 5 points of damage from falling and/or impacting other structures.
82–84Poisoned waters, major (level 5): Drinking this slightly glowing water inflicts 5 points of damage per round for three rounds on a failed Puissance defense task, and merely getting wet inflicts 3 points of damage per round for three rounds on a failed Might defense task.
85–86Just a bear, but a big one: A regular grizzly bear is always frightening, before or after the end.
87–88Nuclear fallout (level 5): Radioactive dust drifts to the ground or precipitates out as rain. PCs in the area suffer 1 point of ambient damage each minute, and if they remain for an hour or longer, they're subject to radiation sickness.
89–91Toxic spill (level 5): Sticky orange goo bursts from rusted ancient barrels. Characters who fail a defense task are caught and held in place until they can escape the morass, taking 5 points of damage each round they remain stuck.
92–94Unexploded ordnance (level 5): A buried land mine inflicts 5 points of damage to everything within short range if trod upon or otherwise set off.
95–97Superstorm (level 6): With the climate destabilized, storms of unprecedented strength sometimes blow, creating winds that inflict 6 points of damage each round targets are exposed.
98–99Radiation, extreme (level 8): This area was recently hit by a nuclear bomb or other extreme radioactive event, and those in the area for more than a minute who fail a Puissance jet de défense suffer from radiation sickness.
00Unexploded nuclear warhead (level 10): If not defused, it could kill everything in a several-mile radius and is likely radioactive to boot.
Fantastic Threats and Hazards

(Rust and Redemption, page 88)

Fantastic Threats and Hazards
d20 Threat or Hazard
1Hallucinatory flowers (level 3): The ground floor of the ruin hosts a handful of purplish flowers growing up out of the rubble. A character who gets a puff of the pollen hallucinates their allies are actually cannibals trying to eat the affected character each round until the character succeeds on a Might defense roll.
2AI instance, minor (level 3): An artificial intelligence in an old facility attempts to install itself in the wetware (the brain) of humans and any other nearby sapient creatures. Anyone within immediate range of a video screen playing carefully crafted symbols and sounds who fails an Intellect defense roll is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent defense roll, they come under the control of the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
3–4Voracious cockroach swarm (level 3): This swarm, easily covering an area a short distance in diameter, doesn't shrink from the light or from people. Indeed, it seems eerily intelligent, and if threatened, it attacks, inflicting 3 points of damage each round on everything in its area that fails a Speed defense roll, or 1 point on a successful roll.
5Animate vegetation (level 4): Kudzu got a lot worse in the aftermath. Characters that fail a Speed defense roll take 4 points of damage each round from strangulation and vine constriction until they can escape.
6Ashy tide (level 4): A series of powerful wind gusts in the area kicks up a lot of fine grey ash. Except it's not ash—it's a collection of nanobots, each the size of a grain of sand or smaller, called ashy tide.
7–8Glowing roach infestation: Four to ten glowing roaches the size of dogs have truly come into their own now that they've grown in stature and intelligence. They have little use for survivors, except as food.
9Psychic lichen (level 4): Psychic lichen gently attacks the minds of nearby creatures, causing them to grow tired and nap if they fail an Intellect defense roll. If not awakened, the dozing body serves as food for a new psychic lichen colony.
10Strike from the heavens (level 4): A before-times war satellite becomes active and fires a focused microwave beam at the PCs in the area, inflicting 4 points of damage each round they remain in the area without solid cover and fail a Might defense roll, or 2 points on a successful roll.
11Abomination lair: The abomination was a person once, or its ancestors were. Not anymore.
12Fiery fissure (level 5): A crack splinters the ground along a newly forming fire-filled fissure that stretches a long distance, zigging and zagging to catch several more targets than it might otherwise. PCs who fail a Célérité jet de défense fall in and are burned for 5 points of damage each round until they can climb out or be pulled out with a successful Might task as an action.
13Glowing tide (level 5): Veins of yellow-gold light branching across surfaces (roads, buildings, and bare earth) indicate that nanites are probably active, creating a dangerous area of glowing tide.
14Time anomaly (level 5): The PCs encounter a wall of golden light whose interior ripples with lightning. It's a time storm, and either it blocks the PCs' path, or worse, it's gradually sweeping toward the characters.
15AI instance, major (level 6): An artificial intelligence in a powered facility attempts to install itself in the wetware (the brain) of humans and any other nearby sapient creatures. Anyone within immediate range of a video screen playing carefully crafted symbols and sounds who fails an Intellect jet de défense is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent defense roll, they come under the control of the AI (because an instance of the AI is running in their head). A target can make a new Intellect defense roll each day to try to reject the control. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
16Hungry tide (level 6): A greyish-green mist of nanobots a short distance in diameter drifts in the wind, until the hungry tide senses living organisms and moves a short distance each round toward them.
17Quantum singularity (level 6): Attempts to change the past to avert the apocalypse have consequences, including these points of unstable space-time. Characters who fail an Intellect defense task are teleported a short distance in a random direction and possibly several hours forward in time.
18–19Rampaging wardroid (level 6): Wardroids may be what caused the apocalypse in the first place; whatever the case, one has wandered directly into the PCs' path.
20Mutant bear: The house-sized radioactive bear, whose roar can be heard for miles, is something to avoid.
GM Intrusions for Post-Apocalyptic Games

(Rust and Redemption, page 90)

If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended settlement or recently secured shelter, or traveling across the wasteland.

Select a GM intrusion appropriate to the situation, roll one randomly, or use the list to inspire an intrusion of your own.

GM Intrusions for Post-Apocalyptic Games
d100 Target Threat or Hazard
01–02GroupRoll on the preceding Realistic Threats and Hazards table, or on the Fantastic Threats and Hazards table if your game includes fantastic elements.
03–04CharacterThe character is surprised by a diseased feral cat, which bites them and runs off, infecting the PC with a level 4 disease that drops them one step on the damage track each day they fail a Puissance jet de défense.
05–06Group or CharacterThe PCs' mode of transport breaks (or someone's boot heel snaps off), requiring about an hour of repair, possibly meaning that they have to duck into nearby ruins to find parts.
07–08CharacterA weirdly gnarled hand emerges from the ground or ruin, grabs the character, and pulls them down into an ancient bunker containing a zombie hulk.
09–10GroupThe PCs discover their food and water supplies have become contaminated with poisonous mold or dangerous levels of radiation (level 4).
11–12GroupAn unseasonal blizzard forces the PCs to seek shelter in an abandoned train yard, which shows signs of being claimed by another group of survivors.
13–14CharacterThe character treads on a sticky slurry of ooze leaking from a ruined factory that holds them in place unless they give up their footwear and/or succeed on a difficulty 5 Puissance task to pull free.
15–16CharacterA radioactive spider bites the character, inflicting 3 points of Célérité damage (ignores Armure), and on a failed difficulty 3 Puissance jet de défense, the character develops one harmful mutation. Each day the PC can attempt another Might defense roll; with a success, the mutation subsides.
17–18GroupA wildfire or structural fire (level 5) moves through the area; PCs must run before it to survive. However, when the fire has burnt out several hours later, the PCs are lost.
19–20GroupA sinkhole opens beneath the PCs' vehicle, which becomes hopelessly stuck in loose earth until they can succeed on a difficulty 7 Puissance roll to push it out. If PCs don't have a vehicle, the sinkhole sucks down one character and threatens to smother them unless the others succeed on a difficulty 7 Might roll to extract them.
21–22CharacterThe PC discovers they are infested with mutant green lice (level 5); Puissance tasks (including defense rolls) are hindered until the PC is treated with appropriate cleansing chemicals.
23–24GroupHigh winds, acidic precipitation, or a drift of grey goo eats through the PCs' shelter's roof.
25–26CharacterThe character wakes to discover that some of their equipment has been pilfered, but the PC on watch didn't see anything (and isn't responsible for the theft). Investigation reveals that weirdly smart termites (level 4) working together made off with the item.
27–28GroupYellow mushrooms with black speckles (level 4) grow profusely in the area and ooze weirdly blood-like fluid when brushed or trod upon, or simply as PCs pass by. The mushrooms are poisonous, inflicting 4 points of Célérité damage (ignores Armure) if ingested, but they also grant PCs a one-time asset on any knowledge tasks they attempt during the next ten hours.
29–30GroupThat buzzing noise that's been getting louder and louder is revealed as a swarm of aggressive, stinging radioactive bees.
31–32GroupThe PCs enter a region threatened by pockets of explosive gas (level 5), visible before they detonate as low-lying banks of thin, yellowish mist. If agitated, a gas pocket detonates, inflicting 5 points of damage on everything in the area, or 2 points on PCs who succeed on a Célérité jet de défense.
33–34CharacterThe character trips or is thrown from their vehicle or mount by a jolt or similar accidental incident, risking a broken bone on a failed difficulty 4 Célérité jet de défense.
35–36GroupA before-times radio transmission is received, asking anyone, anywhere, for aid.
37–38GroupMosquitos the size of hummingbirds attack.
39–40CharacterThe character steps in a bear trap left by other survivors. The PC takes 6 points of damage and is caught in a painful clamp until an ally succeeds on a difficulty 6 Puissance task to remove it.
41–42CharacterThe character stumbles over a decaying human corpse apparently killed by invasive fungus (level 3) eating through their brain.
43–44CharacterThe character ate something that didn't agree with them, and becomes so afflicted with nausea that their tasks, attacks, and defense rolls are hindered by two steps for the next few hours.
45–46GroupA mushroom cloud from a nuclear detonation blooms on the horizon. Are the PCs far enough away to survive? Maybe, if they find shelter pronto.
47–48CharacterA mutated animal with unhealthy skin lesions and bulbous growths (with giant rat stats) scurries from the character's backpack or other container when they stow or retrieve equipment. The animal runs off unless attacked, in which case it fights to the death.
49–50GroupThe PCs encounter a survivor claiming to be looking for a source of water that's not radioactive. Maybe they're telling the truth and could use some help. Or maybe they're a spy from a nearby raider camp.
51–52CharacterThe thin trickle of water running through the ruins must be intermittently in contact with live electrical wires, as the character discovers when they take 5 points of Célérité damage (ignores Armure) and are stunned, losing their next turn.
53–54CharacterA lurking rattlesnake bites the PC, then slithers off.
55–56GroupWhen the PCs return to their camp or place of refuge, they find that someone else has stolen all their carefully hoarded stores and wrecked part of the camp.
57–58GroupA pack of seven rabid dogs appears, growling and snarling.
59–60CharacterThe character falls partly (or completely) through the rotting floor, trapping their foot until they succeed on a difficulty 4 Puissance roll, or dropping them to a lower floor (and separating them from the others).
61–62GroupIt's hot outside today, due to a combination of aberrant weather conditions. PCs without some means of cooling themselves off suffer 1 point of ambient damage each minute in the "heat dome" covering the region.
63–64GroupEroded earth and dead vegetation in the region create perfect conditions for a sandstorm, which blows through the area for several hours, reducing visibility to an immediate distance.
65–66GroupAn electromagnetic storm rips through the area, knocking out any electronic devices the PCs might have, and potentially threatening PCs without shelter with a lightning strike (level 7).
67–68CharacterAn automatic defense system comes back online as PCs pass, deploying a metal-clad pop-up turret (level 5). Each minute, it targets the character with a mini-missile attack that inflicts 10 points of damage (or 3 points even with a successful Célérité jet de défense).
69–70GroupA group of three to six zombies (or cannibals, if your game has no zombies) stumbles out of the hospital, bunker, or old military facility.
71–72CharacterThe character's trusty weapon finally rusts through or otherwise breaks.
73–74GroupSeeping gas (level 4) in the area causes the PCs to begin hallucinating. Each is certain the other is some kind of threat—such as a raider, a zombie, or something else dangerous—until they succeed on a difficulty 3 Intellect jet de défense on their turn to realize what's going on.
75–76GroupThe characters are caught in a stampede of rewilded giraffes, elephants, buffalo, or other large animals. Each PC suffers 3 points of damage, descends one step on the damage track, and on a failed difficulty 3 Célérité jet de défense, is borne along for a while and separated from their allies.
77–78GroupThe heavy rain and lightning storm suddenly births a tornado. PCs must seek shelter or suffer 7 points of damage each round they are exposed. If a PC takes enough damage to descend three steps on the damage track, they are pulled up into the vortex and lost.
79–80CharacterThe character discovers they've started growing a sixth finger on their left hand. Why? Maybe due to their previous exposures to whatever mutagen exists in the world, or for a reason yet to be learned.
81–82GroupA before-times jet appears in the sky, engines spewing smoke, before it crashes close enough to deal 4 points of damage to PCs that fail a difficulty 4 Célérité jet de défense.
83–84GroupIt begins to hail ice chunks the size of golf balls, inflicting 3 points of damage each round on PCs without shelter. The event also knocks any exposed vehicles or shelter the PCs rely on one step down the object damage track.
85–86CharacterThe character steps on a plant that releases spores blinding them for about a minute.
87–88CharacterThe character walks through a hidden trip wire set by other survivors, causing an alarm to blare.
89–90GroupA group of people (level 2) with glazed eyes appear with gifts of food. They want to introduce the PCs to their AI benefactor (or warlord, if your game has no AIs) via an old-time communications device they have with them.
91–92CharacterThe character has been pushing too hard and they're exhausted; they move down one step on the damage track until after their next ten-hour recovery.
93–94CharacterThrough misadventure, the character falls from the vehicle or mount, and no one else immediately notices.
95–96CharacterA mutant skunk with two heads (or regular skunk, if your game doesn't feature mutations) sprays the character. The character's pleasant social interaction tasks are hindered by two steps for two to five days.
97–98GroupNPC survivors demand PCs pay a toll to pass, equal to enough food and water to sustain one person for five days.
99–00GroupThe PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go, but someplace completely different.

Notes de l'Editeur — Nipah (RR, 38) is Level 5 disease.


Post Apocalyptic Cyphers

(Rust and Redemption, page 131)

Scavenger Subtle Cyphers

(Rust and Redemption, page 132)

Resource scarcity, including lack of water and food, threatens PCs in most post-apocalyptic settings. Enter scavenger subtle cyphers. These give PCs one more way to find useful stuff like edible food, clean water, a helpful tool, extra ammo, or other needful things.

Discovering Scavenger Subtle Cyphers
Anytime PCs in your game are eligible for discovering a subtle cypher, consider giving someone in the group a scavenger subtle cypher. No more than one PC in the group should have a scavenger subtle cypher at any given time. Once they use it, you can give another PC in the group one, preferably something different.
Using a Scavenger Subtle Cypher
The character uses their action to activate the scavenger subtle cypher, as usual. At the end of their turn, they gain the indicated resource.
Scavenger Subtle Cyphers
d20Scavenger Subtle Cyphers
1–2Ammunition
3–4Construction supply
5–6Edible food
7Firearm
8–9First aid
10–11How-to manual
12Medicine
13–14Melee weapon
15Potable liquid
16Transport
17Useful clothing
18Useful thing
19–20Useful tool

Notes de l'Editeur — Scavenger subtle cyphers are a good match for the Transferring Subtle Cyphers optional rule.

AI-Fashioned Cyphers Manifestes

(Rust and Redemption, page 136)

Another variety of cyphers PCs might discover are AI-fashioned. When activated, the cypher dematerializes, swirling out into a cloud of free-floating tiny machines that create the cypher's effect through direct manipulation before burning out or dispersing.

AI-fashioned cyphers can provide nearly any effect described for cyphers in the cypher tables in Chapitre 24: Cyphers, as well as the effects described for the new cyphers manifestes in the following section.

Secondary Effect
Any time an AI-fashioned manifest cypher is used, there's a chance the AI who created it for their own ambiguous purpose becomes aware, if that instance still operates somewhere. That usually has no bearing on the situation, but if the PC triggers an intrusion while using the cypher, a fledgling instance of the AI tries to install on the PC, who must succeed on an Intellect jet de défense against the cypher's level to avoid coming under the control of the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
A Listing of Cyphers en Post-Apocalyptique
AI Instance

(Rust and Redemption, page 136)

Ammunition

(Rust and Redemption, page 133)

Armor Breach

(Rust and Redemption, page 136)

Construction Supply

(Rust and Redemption, page 133)

Construction Supply
d6Component or Substance
1Glue, wood, ceramic, or super
2Epoxy, metal welding
3Nails, screws, fasteners
4Electrician's tape
5–6Duct tape
Data Wipe

(Rust and Redemption, page 136)

Denature Nanotech

(Rust and Redemption, page 137)

Détonation (Prion)

(Rust and Redemption, page 137)

Disassembler

(Rust and Redemption, page 137)

Disassembler, Ephemeral

(Rust and Redemption, page 137)

Edible Food

(Rust and Redemption, page 133)

Edible Food
d100Food
01–03Baby food, jarred
04–06Beans, canned
07–08Beans, dehydrated
09–12Bouillon cubes
13–14Canned pasta
15–16Cereal, breakfast
17–18Cheese in wax
19–20Chocolate, dark
21–22Coffee, instant
23Eggs, fresh
24Eggs, powdered
25–26Energy bar
27–28Fruit, canned
29–30Fruit, dried
31–34Fruit, fresh
35–40Honey
41–42Mayonnaise
43–44Meat, canned
45–47Milk, powdered
48–50Nuts
51–53Oatmeal
54–56Pasta, dried
57–58Pet food, canned
59–62Rice, dried
63–72Snack bag, dried chips, candy, etc.
73–83Sugar, bulk
84–97Vegetables, canned
98–00Vegetables, fresh
Fabricator, Civil

(Rust and Redemption, page 137)

Notes de l'Editeur — In the description of the Civil Fabricator cypher's levels and price categories, "or less" is probably a typo and should read "or higher".

Fabricator, Military

(Rust and Redemption, page 138)

Firearm

(Rust and Redemption, page 134)

Firearm
d10Specific firearm
1Handgun (light, short range)
2Light crossbow (medium, long range)
3Handgun (medium, long range)
4Heavy crossbow (heavy, long range)
5Rifle (medium, long range)
6Shotgun (heavy, immediate range)
7Handgun, big (heavy, long range)
8Assault rifle (heavy, rapid-fire, long range)
9Heavy rifle (heavy, very long range)
10Submachine gun (medium, rapid-fire, short range)
First Aid

(Rust and Redemption, page 134)

How-to Manual

(Rust and Redemption, page 134)

How-to Manual
d10Topics
1Plumbing
2Electronics
3Gardening
4Farming
5Civil engineering
6Robotics
7Health
8Renewables (solar, wind)
9Smithcraft
10Chemistry
Medicine

(Rust and Redemption, page 134)

Medicine
d20Condition Treated
1Radiation sickness (iodine tablets)
2Hypothyroidism
3Diabetes
4High blood pressure
5Depression and anxiety
6Heart and artery condition
7High cholesterol
8Bacterial infection
9Lung issues
10Seizures
11Asthma
12Arthritis
13Degenerative nerve condition
14Cancer
15Pregnancy prevention/termination
16Gender dysmorphia
17Enlarged prostate
18Ulcers
19Acid reflux
20Blood clots
Melee Weapon

(Rust and Redemption, page 135)

Melee Weapon
d10Weapon
1Sap/blackjack (light)
2Hand axe (light)
3Hunting/combat knife (light)
4Brass knuckles (light weapon, deals 3 points of damage)
5Axe (medium)
6Baseball bat (medium)
7Baton (medium)
8Saber/machete (medium)
9Bow (medium)
10Pickaxe (heavy)
Potable Liquid

(Rust and Redemption, page 135)

Potable Liquid
d10Liquid
1Milk, fresh
2–3Milk, bottled/canned
4–5Soda, can
6–7Liquor
8–9Water, bottled or canned
10Wine
Smartdust

(Rust and Redemption, page 137)

Transport

(Rust and Redemption, page 135)

Transport
d10Transport
1Roller skates
2Inline skates
3Skateboard
4–6Bicycle
7Moped/scooter, gas or electric
8Hang glider
9Motorcycle, gas or electric
10Two-wheeled, self-balancing personal transporter
Useful Clothing

(Rust and Redemption, page 135)

Useful Clothing
d10Garment
1Cold-weather coat
2Raincoat
3Leather jacket (light armor)
4Boots
5Motorcycle leathers (light armor)
6Kevlar vest (medium armor)
7Lightweight body armor (medium armor, encumbers as light)
8Riot gear (medium armor)
9Military body armor (heavy armor)
10Hazmat suit (light armor, +2 Armor against chemical and radiation damage)
Useful Thing

(Rust and Redemption, page 135)

Useful Tool

(Rust and Redemption, page 135)

Useful Tool
d20Tool
1Manual drill
2Hammer
3Chainsaw, gas or electric
4Lever hoist
5Screwdriver
6Saw
7Pliers
8Wrench
9Level
10Tape measure
11Crowbar
12Drill, electric
13Nail gun
14Air compressor
15Heat gun, electric
16Scissors
17Binoculars
18Lighter
19Can opener
20Box of black markers

Pre-Apocalyptic Artifacts

(Rust and Redemption, page 138)

One interesting approach for artifacts in a post-apocalyptic setting is to use before-times items that were once commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly impossible to manufacture and hard to preserve. The depletion roll for such items represents the likelihood that the item will fall apart, break down, or run out. The upshot of adopting such a system for your game is that nearly every nonfood item on the Useful Stuff table is also a pre-apocalyptic artifact. Give most of these items a depletion of 1 in 1d20; however, if the item seems particularly hardy, a roll of 1d100 is appropriate. If particularly flimsy or prone to being used up, a depletion of 1d10 or 1d6 would be in order. Refer to the following examples as a guide for adapting before-times Useful Stuff objects into artifacts with a specific depletion.

Book

(Rust and Redemption, page 138)

Faraday Cage

(Rust and Redemption, page 138)

Salvaged Car

(Rust and Redemption, page 138)

Water Filter

(Rust and Redemption, page 138)


Post Apocalyptic Artifacts

(Cypher System Rulebook, page 300)(Rust and Redemption, page 139)

Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was related to some kind of alien invasion, artifacts would include even stranger items.

Some of the post-apocalyptic artifacts described here are, for the most part, retro-futuristic—created by super-science that is mostly beyond today's technology. Most of these would fit in almost any post-apocalyptic setting that includes fantastic elements, especially if reskinned to be thematically appropriate. The artifacts presented below include artifacts appropriate to an End Times apocalypse, an apocalypse caused by the rise of antagonistic AIs, and alien tech possibly brought by invading or terraforming aliens. That said, any artifact could potentially be the result of AI artifice. Such artifacts usually have a fractal quality to their form, as is the case for AI-fashioned cyphers. And like AI-fashioned cyphers, a triggered intrusion could endanger the user if an instance of the artificial intelligence that created the item tries to install itself on the PC's wetware (mind).

Post-Apocalyptic Artifacts
d20ApocalypseArtifact
1–2Retro-futuristicAutodoc
3–4AlienCarbonizer
5–6Retro-futuristicEnviroscanner
7Alien or AI-fashionedMemory Eraser
8Retro-futuristicMilitary exoskeleton
9AI-fashionedMutation Inducer
10–12AI-fashionedNanorifle
13Retro-futuristicRocket first
14–16Retro-futuristicRocket-propelled grenade
17End TimesSeal of Solomon
18End TimesSpear of Destiny
19Retro-futuristicTerahertz scanner
20AlienTransfer discs
Autodoc

(Cypher System Rulebook, page 300)

Carbonizer

(Rust and Redemption, page 139)

Enviroscanner

(Cypher System Rulebook, page 300)

Memory Eraser

(Rust and Redemption, page 139)

Military Exoskeleton

(Cypher System Rulebook, page 300)

Mutation Inducer

(Rust and Redemption, page 139)

Nanorifle

(Rust and Redemption, page 140)

Rocket Fist

(Cypher System Rulebook, page 300)

Rocket-Propelled Grenade

(Cypher System Rulebook, page 300)

Seal of Solomon

(Rust and Redemption, page 140)

Spear of Destiny

(Rust and Redemption, page 140)

Spear of Destiny GM intrusion: The wielder's heart is not pure enough to permit the use of the spear, and it burns the character for 7 points of ambient damage each round they use it.

Terahertz Scanner

(Cypher System Rulebook, page 300)

Transfer Discs

(Rust and Redemption, page 140)


Post-Apocalyptic Creatures and NPCs

(Rust and Redemption, page 93)

Those that survived the cataclysm are tougher, or at least luckier. Here are a couple of methods for creating even more Créatures et PNJs for your post-apocalyptic setting than the ones that appear here and in Chapitre 22: Creatures and Chapitre 23: NPCs.

Creatures by Apocalypse

(Rust and Redemption, page 95)

Any Apocalypse

(Rust and Redemption, page 95)

Almost any apocalypse will include natural wildlife, like bears, dogs, and rats, as well as various human survivors. Some of those human survivors will become bandits, fell riders, marauders, a few warlords, and probably some cannibals. A few could stalk the wasteland as bounty-hunting (or revenge-seeking) assassins.

Biblical Apocalypse

(Rust and Redemption, page 95)

In addition to creatures common to any apocalypse, a biblical apocalypse should also include fallen angels, angels, demons, and devils, and of course the Four Horsemen of the Apocalypse (Beast, Sword, Famine, and Plague).

Nuclear Apocalypse

(Rust and Redemption, page 95)

Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as fusion hounds, glowing roaches, gamma worms, and radioactive bears, as well as a variety of creatures with the Blighted template.

AI Apocalypse

(Rust and Redemption, page 95)

Besides creatures and NPCs common to any apocalypse, PCs might encounter CRAZRs (318), hooked blossoms, vat rejects, mechanical soldiers, wardroids, and zhev (370). And, of course, a few instances of artificial intelligence, possibly including AI zombies.

Alien Apocalypse

(Rust and Redemption, page 95)

If the world is invaded or terraformed by aliens, creatures and NPCs common to any apocalypse exist, as well as the potential for various aliens such as greys, slidikin (354), enthrallers, and maybe even a kaiju or two.

Temporal Apocalypse

(Rust and Redemption, page 95)

If the barriers between time, space, and dimension break down, ushering in a time rip, any creature and NPC from any genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and melted.

Basic Creatures and NPCs for a Post-Apocalyptic Game

(Cypher System Rulebook, page 299)


Chapitre 20 Fairy Tale

Accès Rapide: Fairy Tale

(Cypher System Rulebook, page 302)

The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy tale? While there's a great deal of discussion around that question, most have a number of things in common: a series of far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and objects that have magical elements.

One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous, and offer fantastic starting points for any number of adventures.

To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a modern setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be rightfully amazed (and perhaps somewhat terrified).

Nature of Faerie

(Cypher System Rulebook, page 303)

Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where it's thinnest. It's a place those with open hearts can find by following a way between tall trees (or looming library shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural growths and built structures become vast and enchanting.

Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system. But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or its stream, hill, or burrow) slowly becomes mortal and then dies.

When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition, but some would fit the bill.


Creating Your Character: Form vs. Function

Accès Rapide: Fairy Tale Characters

(We Are All Mad Here, page 61)

In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses, and the rest can be handled through story and narrative. Playing a talking bear, a gingerbread man, or a changeling will likely affect your character's appearance, their outlook on life, and their backstory, but it doesn't necessarily affect their capacités spéciales, compétences, and Réserves beyond what you choose during character creation.

Because the form that you choose doesn't typically offer you something in addition to your Cypher System stats—being small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of your character that you want to play.

Suggested Types for a Fairy Tale Game

(We Are All Mad Here, page 64)

Suggested Types for a Fairy Tale Game
RoleType and Flavor
AdventurerExplorateur
ArcherGuerrier with Stealth Flavor
AristocratEmissaire
ApprenticeAdepte
Chosen oneAdepte
Dreamer SeekerExplorateur
EntertainerEmissaire
GuardGuerrier
HelperEmissaire with Magic Flavor
HuntsmanGuerrier with Stealth Flavor or Skills and Knowledge Flavor
King/queenAdepte
KnightGuerrier
Magical being (genie, spirit, faerie, and so on)Adepte
OutlawExplorateur
Princess/princeEmissaire
Sailor/seafarerExplorateur with Combat Flavor
ThiefExplorateur with Stealth Flavor
TricksterEmissaire with Skills and Knowledge Flavor
WandererExplorateur
Wizard/witchAdepte with Magic Flavor or Skills and Knowledge Flavor
WolfExplorateur with Combat Flavor or Stealth Flavor
WoodcutterGuerrier
Suggested Descriptors for a Fairy Tale Game

(We Are All Mad Here, page 65)

Suggested Foci for a Fairy Tale Game

(We Are All Mad Here, page 66)

Adjusted Foci

(We Are All Mad Here, page 67)

Suggested Types for a Fairy Tale Game
FocusType and Flavor
Best for settings that include elements of science fiction. Alternatively, "robots" can be a stand-in for puppets, steampunk entities, golems, or other creations such as Pinocchio, Edward Scissorhands, the Gingerbread Man, and the Tin Man. Mister Geppetto would likely be someone who Builds Robots, while Muska (from Miyazaki's film Laputa: Castle in the Sky) might be someone who Battles Robots.
Best for modern settings or those where traditional fairy tale vehicles such as horse-drawn carriages, magic carpets, witch's brooms, and chicken-legged huts are common.
Best for steampunk or weird science mashups. Edward Scissorhands and the Tin Man are probably characters who Fuse Flesh and Steel. Alternatively, renaming the foci to Fuses Flesh and Magic or Wants to Become a Real Boy can provide characters with the same benefits from a more magical-sounding source.
With small tweaks to the language and abilities, this could work for someone who wants to wield a wand, bow, or other ranged weapon
With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
Fairy Tale Player Intrusions

(We Are All Mad Here, page 58)

Minor Effect Suggestions

(We Are All Mad Here, page 59)

  • A weapon comes alive at the perfect moment and does a bit more damage to a foe.
  • A fluctuation in magic hinders all of the foe's tasks for one minute.
  • A curse, spell, or ability has additional force behind it, and lasts a round longer than expected.
  • The foe's magical armor begins to dissipate, decreasing the amount of protection it offers on the next attack.
  • A shapeshifting or disguise spell or ability dazzles the target, easing all tasks related to it.
  • A magical attack hits the target and something they were holding, causing damage to both.
Major Effect Suggestions

(We Are All Mad Here, page 59)

  • A weapon comes alive at the perfect moment and does a lot more damage to a foe.
  • A fluctuation in magic prevents a foe from taking their next action.
  • A curse that was cast upon you by the foe you're attacking is removed.
  • A foe surrenders, agreeing to lay down their weapons.
  • A foe accidentally steps on a living plant or dangerous creature while trying to dodge your blow, and it attacks them or holds them fast.
  • A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to continue the fight.
Fairy Tale Character Arcs

(We Are All Mad Here, page 67)

Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement, they work particularly well in fairy tale games, where individual goals and tasks are often at the forefront of what drives adventures.


Fairy Tale Equipment

Accès Rapide: Fairy Tale Equipment

(We Are All Mad Here, page 69)

Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage using magic.

Equipment and weapons with unique magic abilities are typically considered to be cyphers or Artifacts.

Currency

(We Are All Mad Here, page 69)

In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically what they don't have is "one gold piece" or "thirty farthings" to their name. This means that whatever your fairy tale setting, you can think in general terms of money instead of keeping meticulous track of every penny, farthing, gold coin, or dollar. To keep things easy, no matter what currency your characters use, think of money as being in simple amounts that scale up, such as a copper coin, a silver coin, and a gold coin. These could easily equate to the inexpensive, moderate, and expensive items on the equipment list. Items that are very expensive might be worth a bag of silver, while exorbitant items might be worth a bag of gold.

Additionally, if the PCs are completing a character arc, accomplishing a task, or doing some other type of action to receive a piece of equipment, you can use the price category to decide how complicated or difficult that task is. A moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require something that taxes the PCs and really puts their skills and dedication to the test.

Signature Items

(We Are All Mad Here, page 70)

In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and very important. They're often unique and handcrafted, they may have names or stories that go with them, and because characters tend to keep them for a long time, they may have undergone repairs or have markings that tell something about the character's background.

Règle Optionnelle: I Have That!

(We Are All Mad Here, page 70)

In fairy tales, characters often have exactly the right mundane piece of equipment that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket Item" in that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off one of their Pocket Items for the appropriate price category.

Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their less expensive counterparts.

The GM has veto power over items that they don't think you could have found or carried.

Example Pocket Items — Inexpensive

(We Are All Mad Here, page 71)

Example Pocket Items — Moderately-Priced

(We Are All Mad Here, page 71)

Basic Equipment

(We Are All Mad Here, page 71)

Basic Equipment
PriceBasic Equipment
Inexpensive
  • Candle
  • Chalk (3)
  • Day's rations
  • Meal, decent
  • Sack
  • Sewing kit
  • Sharpening stone
  • String or yarn
  • Thimble
  • Tinder and flint
  • Torch (3)
  • Vial
Moderately priced
  • Backpack
  • Bedroll
  • Book
  • Box, small
  • Deck of cards
  • Game
  • Lantern
  • Meal, fine dining
  • Metal file
  • Mining pick
  • Mirror, hand
  • Quill, ink and paper (2 pieces)
  • Rope (50 feet)
  • Tent
  • Waterskin or flask
Expensive
  • Bag of heavy tools
  • Bag of light tools
  • Box, medium
Very Expensive
  • Charon's obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman, for conveying the soul to its proper resting place.
  • Disguise kit/potion. Asset for disguise tasks.
  • Healing kit/potion. Asset for healing tasks.
  • Protective charm. Church bell, four-leaf clover, rabbit's foot, and so on. Asset on defense rolls against fairies and other fey-like creatures.
  • Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.

Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble into a Pocket Item; it remains a thimble.

Clothing

(We Are All Mad Here, page 70)(We Are All Mad Here, page 71)

In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides otherwise or unless it is designated as armor), this clothing is purely for decorative and roleplaying purposes and offers no additional benefits.

However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and accomplishing tasks.

Clothing
PriceClothing
Inexpensive
  • Gloves or mittens
  • Hat or hood
Moderately priced
  • Cloak or coat
  • Specialized outfit (craftsman, baker, guard, and so on)
  • Magicien or enchanter's outfit
Very Expensive
  • Elegant cloak or coat
  • Royal ensemble
  • Suit or ballgown
Exorbitant
  • Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
Weapons and Armor

(We Are All Mad Here, page 71)

Weapons and Protective Gear
PriceWeapons and Protective Gear
Inexpensive
  • Ammunition (12 arrows, 12 crossbow bolts, and so on)
Moderately priced
  • Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
  • Light armor (hides and furs, thieves' armor, leather jerkin, padded coat, and so on)
Expensive
  • Medium weapon (club, sword, battleaxe, mace, crossbow, spear, staff, and so on)
  • Medium armor (breastplate, brigade, chainmail, and so on)
Very Expensive
  • Heavy weapon (huge sword, great hammer, massive axe, halberd, heavy crossbow, and so on)
  • Heavy armor (full plate armor)
Exorbitant
  • Jeweled, ornate, royal, or bespoke weapon
  • Jeweled, ornate, royal, or bespoke armor

Remember, armor (with a lowercase a) is something that the character wears, while Armure (with a capital A) is the total amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but you could have many things that give you Armor.

Travel

(We Are All Mad Here, page 72)

Travel
PriceTravel
Moderately priced
  • Common transportation, rental (horse-drawn carriage, boat, mount, and so on)
  • Lodging, shared room or shed, meager
Expensive
  • Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so on). In most cases, renting magic transportation includes a guide, driver, or other person who can power and operate the vehicle. For example, a levitating mortar can only be driven by a witch of a certain age.
  • Common transportation, purchase (horse-drawn carriage, boat, mount, and so on)
  • Lodging, solo room, decent
Very Expensive
  • Lodging, whole building or large room
Exorbitant
  • Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so on). In most cases, it's also necessary to hire a guide, driver, or other person who can control and power the vehicle. Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to operate the vehicle.

Fairy Tale Rules

(We Are All Mad Here, page 48)

Fairy tale games have unique opportunities for magic that aren't found elsewhere—death, curses, blessings, and wishes are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.

Death

(We Are All Mad Here, page 48)

You've probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of die. Or die and come back to life. You get the idea.

Potentially, this will also be true in a fairy tale game. Thankfully, death doesn't have to be the end of a character's life. There are any number of ways to stop or reverse death, including artifacts, cyphers, and capacités spéciales. Additionally, a few NPCs, such as witches or Death themself, may have the power to bring someone back from the dead.

Typically, though, if a character dies and chooses to stay dead (or is unable to find a way to return to life), they are dead—they no longer have bodies, abilities, Pools, and so on. They can communicate to the living only through magic. Someone may stay dead for up to about a year (in game time) and still return to life. After that time elapses, death is permanent.

Curses

(We Are All Mad Here, page 49)

In fairy tale games, curses are likely to be common. Most witches can cast curses of one form or another, as can many fey beings, queens, and sea creatures. Even objects and places can cause a character to become cursed. Characters might have multiple curses on them at the same time.

All curses have a level, from 1 to 10. The level affects how hard it is to resist the curse, as well as how severe the effects are and how difficult it is to remove the curse.

Curses work slightly differently than regular damage. Curses can have an impact on the game and the game mechanics (a character is turned into a fish or becomes invisible, all of their interactions are hindered, they take ongoing damage, and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word "apple," their skin turns golden). See the Curse table for a list of example curses.

Preventing Curses

(We Are All Mad Here, page 49)

When a character attempts to resist being cursed, they must make an Intellect defense roll against the level of the curse being cast. Being trained in Intellect defense eases this task, as does having a skill in curses or resisting curses.

Often, part of a curse's effects is hindering curse resistance; thus, a character who already has one curse on them will find defending against a second curse is more difficult (their task is hindered).

Removing Curses

(We Are All Mad Here, page 49)

Similar to poison and disease, curses aren't automatically removed when a character makes a regular recovery roll. Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a curse, the character must take actions to remove it. The actions required depend on the nature and level of the curse.

The easiest way to remove a curse is to find, buy, steal, borrow, or otherwise acquire an object that removes curses (such as the blood pearl blossom cypher). Alternatively, the character might be able to pay someone who is skilled in curse removal to do the deed.

Curse Intrusions and Curse Mode

(We Are All Mad Here, page 50)

In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally, you'll want to use both of these, as they each add something unique to the experience of being cursed.

Curse intrusions work like regular GM intrusions, and the cursed character gets XP. However, they only get 1 XP instead of the usual 2, and they must decide whether to keep it or give it to another player. Introduce additional curse intrusions from the Curse Intrusions table when it feels appropriate. This might be anytime the character has a big success, when they're in a particularly risky position, or when they start to feel like they've forgotten about the curse.

Curse Mode. When using this rule, the GM increases the range of numbers that trigger a GM intrusion. As soon as a character is cursed, every time they roll a 1 or a 2 (instead of just a 1), they trigger a GM intrusion. As time passes, GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in Curse Mode can indicate success i a task and still trigger a GM intrusion. Curse Mode is similar to Horror Mode optional rule in the Chapitre 16: Horror, with one exception: the escalation works at a much slower pace. This is because Curse Mode is not designed to heighten immediate tension, but rather to create a long-term sense of being saddled with an unwanted and unpredictable negative effect.

Typically, the intrusion range is increased by 1 when:

Once all curses are removed, Curse Mode is no longer in effect.

While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC's situation worse.

Curse Intrusions

(We Are All Mad Here, page 50)

Curse Intrusions
d6Curse
1An insect stings or bites the character at just the wrong moment.
2Something in the area makes the character sneeze loudly and repeatedly.
3The character shimmers in and out of view.
4A deep sense of despair comes over the character.
5The character feels an overwhelming urge to start dancing.
6The character's clothes are suddenly much too large.
Curse Table

(We Are All Mad Here, page 51)

Roll on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation and the characters.

Typically, curses that have simple roleplaying effects (such as the character's inability to speak their own name) are lower-level curses, while those that affect gameplay (such as decreasing recovery roll points) are higher level. Curses that have multiple effects are likely the highest level of all. However, sometimes an incredibly simple curse is still very high level because the caster wants to make it very hard to get rid of.

Curse Table
d20Effect
1Turned into an animal (bear, toad, hedgehog, swan, dog, etc.)
2Becomes invisible
3Turned into a living object
4Turned into a great beast
5Turned into someone much older
6Forced to dance all night
7When speaking, bugs and toads fall from mouth
8Enchanted sleep
9Forced to wear iron shoes (hinders all Speed actions)
10Turned into a flower
11Voice taken away
12Unable to remember their true love
13Nose grows every time they tell a lie
14Positive social interactions are hindered
15Number of points regained by a recovery roll is decreased by 1
16Grows weak (Effort on Might tasks cost +1 Might)
17Brain is in a fog (Effort on Intellect tasks costs +1 Intellect)
18Moves slowly (effort on Speed tasks costs +1 Speed)
19Can no longer say, write, or spell their own name
20No one else remembers or recognizes the character
Curse Removal Table

(We Are All Mad Here, page 52)

Some curses have a specific way that they must be removed. Others can be removed in a variety of ways. You can use the table as a reference for ways to remove or undo a curse, or you can roll 1d10 to give a curse a specific method of removal.

There are also many artifacts, cyphers, and other objects in the world that will remove (or prevent) curses.

Curse Removal Table
d10Removal Process
1Complete an important task for the one who cursed you.
2Complete an important task for (or make a large payment to) someone who promises to remove your curse.
3Make things right (return the stolen item, apologize, or undo whatever was done to cause the curse to happen in the first place).
4Write the name of the curse on a scrap of paper, bind it in a cloth with an egg, bury it at a crossroads, and never look back.
5Pass the curse to someone else (this typically requires learning how the curse was done and then passing it to another person in the same way, but there are also more creative ways to make this happen).
6Collect five birds, five beetles, five cats, five fish, and five young winds.
7Die and return to life, which usually (but not always) takes advantage of a loophole that says death will end a curse.
8Take three golden leaves from a golden tree to make tea with; drink the tea and read the leaves; then complete the task they suggest.
9Kill the one who cast the curse (or otherwise find a way for them to die).
10Find a poem of which there is only one written copy, read it backward each morning for seven mornings in a row, and then burn the item upon which the poem is written.
Blessings

(We Are All Mad Here, page 52)

When someone is blessed, it typically means that they are more likely to receive a beneficial GM intrusion when they roll a 1 (or when the GM deems it appropriate to give them an intrusion). The Blessing Intrusions table provides examples of positive GM intrusions that a blessed character might receive.

Blessing Intrusions

(We Are All Mad Here, page 52)

Blessing Intrusions
d6Blessing
1Someone randomly gives the character a small gift.
2When the character speaks, gold coins fall from their mouth.
3A necessary item, map, or clue falls into the character's lap.
4The weather is suddenly in the character's favor.
5Someone nearby just happens to have the thing the character needs.
6A cypher or artifact works even better than expected.
Wishes

(We Are All Mad Here, page 53)

Wishes can be granted via objects, creatures such as genies, or as part of a bargain. When the character asks for a wish, the GM assigns it a level. The larger and more difficult the wish, the higher the level. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7.

In order for a wish to be granted, the character must succeed on an Intellect-related task (usually persuasion or possibly intimidation) equal to the wish's level. On a failed roll, the wish is either not granted at all or is partially granted, depending on the wish and the creature or object that is granting it.

Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded, has multiple interpretations, or asks for something that is utterly impossible (such as destroying the entire world).


Fairy Tale GM Intrusions

(We Are All Mad Here, page 53)

GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy, all while making the game more interesting and surprising for characters. The GM intrusions included in this section are more specifically designed with fairy tale magic in mind—they're what could happen when magic goes wrong (or extraordinarily right).

Remember that GM intrusions don't always mean that something has gone wrong or is bad for the players (unless they are curse intrusions). A GM intrusion could be the arrival of a good omen, the sudden reversal of a curse, or something that seems bad at first (like falling down a rabbit hole) but leads to something wonderful in the end (a whole new world to explore!).

The Fairy Tale Intrusions tables are ways to quickly generate intrusions appropriate to a fairy tale aesthetic. Roll on the appropriate table to determine the intrusion that occurs, or choose one that feels right for the situation.

Interaction Intrusions

(We Are All Mad Here, page 53)

Interaction Intrusions
d10GM Intrusion
1A mischievous brownie attempts to steal an object from the characters in the middle of an important conversation or fight.
2The NPC that the characters are talking to suddenly looks at their watch or the sky, says, "I'm late, I'm late," and disappears.
3A character speaks and all of their words come out backward.
4The creature that the PCs are fighting or interacting with splits into two versions of itself.
5The character that the PCs have been interacting with loses their glamour, and the PCs discover it's not the person they thought it was.
6Death arrives, convinced that one of the characters is someone else.
7An opponent uses magic to gain hidden knowledge about a PC and uses it to their advantage in a fight or debate.
8The North Wind has taken a liking to one of the characters and does something to help them succeed in their actions.
9One of the PCs inadvertently (or purposefully) offends someone, and they are instantly turned into a frog.
10An opponent holds up a mirror or other reflective surface at just the right moment, reflecting a spell or ability back on the character.
World Intrusions

(We Are All Mad Here, page 54)

World Intrusions
d10GM Intrusion
1One or more characters accidentally damage or offend a plant of some type, causing it to retaliate.
2A wren starts singing at a nearby crossroads, warning that something's coming.
3One of the characters trips and falls into a rabbit hole.
4Someone steals the moon just as the PCs are about to do an important task that requires moonlight.
5The tree that the characters are sitting under wakes up. Perhaps it is hungry, or maybe it just wants company.
6The path that the characters have been following turns into a rushing river beneath their feet.
7Someone casting a curse nearby accidentally catches one of the characters in the magic, causing them to be affected (roll on the Curse table to determine the effect).
8A mountain rises up suddenly between the place where the characters stand and the place they need to get to.
9Somewhere far off, a magical effect backfires, causing a stampede of wild animals to run right toward the characters.
10One of the characters smells gingerbread. The scent is so tempting, they have a hard time turning away from it.
Item Intrusions

(We Are All Mad Here, page 54)

Item Intrusions
d10GM Intrusion
1A magical ability, cypher, or Artifacts does exactly what it's supposed to, but also creates a weird side effect that affects a nearby friend (or foe).
2A piece of equipment whispers lies into the character's ear, making a convincing argument that their friends are not loyal.
3A magical weapon breaks in the middle of combat and starts to cry.
4A character's belt turns into a snake and starts tightening around their middle.
5A random object begins to wiggle and crack, as though it's about to hatch.
6The character's weapon or armor begins to yell loudly for help while the PC is trying to sneak or hide.
7A previously opened box, bottle, jar, or other container has locked itself back up, with an important item inside.
8A cypher, artifact, or bit of magic is far more powerful than the characters realized, and affects a much larger area (or has a bigger effect) than they expected it to.
9The glint of a recently acquired object or weapon is so shiny, it attracts the attention of a giant bird, beast, or dragon.
10An item in the character's hand or bag starts to replicate itself over and over.

Cyphers en Contes de Fées

(We Are All Mad Here, page 73)

Because magic—and thus magic items—are so prevalent in most fairy tales, cyphers in particular should be easy for characters to replenish. If you're using cyphers subtils, you can choose how they arrive—on magic storms, perhaps, or in pockets of magic that exist throughout the world. Or maybe the magic is such that it just works, ensuring that cyphers show up whenever the characters need them.

Manifest cyphers should be readily available too—likely they can be found for cheap at a local market, stashed in hollow tree trunks or bird nests, or scattered about the forest floor. Manifest cyphers may also be integrated into people's clothing or furnishings as unique adornments.

In a fairy tale setting, cyphers often appear as a simple object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic word. The shifting state of magic in fairy tales makes it easy to use both manifest and subtle cyphers in the same setting and campaign if you desire.

In settings full of magic, cyphers should be both readily available and regularly used. If the PCs are hoarding or saving their cyphers, feel free to give them a reason to use them. And have a list of replacement cyphers ready so the players never have to go without.

Typically, something like a handful of magic beans or apple seeds is considered a single cypher even though there are multiple items.

Limites des Cyphers

(We Are All Mad Here, page 73)

All characters have a maximum number of cyphers they can have at any one time. If a character ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings. Fey beings may react by stealing one or more cyphers, cursing the character, or even stealing the character away to a fey realm.

Fey Being Table

(We Are All Mad Here, page 74)

Fey Being Table
d6Effect
1Faerie
2Changeling
3Goblin
4Nymph
5Pixie
6Ogre

Obviously, having a fey being steal a character away to their realm is a story-changer. If you're using this as an option, figure out ahead of time what type of fey is attracted, what their realm is like, and how to play out the character's disappearance and possible retrieval.

Fey Cypher Attraction

(We Are All Mad Here, page 74)

Fey Cypher Attraction
d6Effect
1Steals one cypher
2Steals two cyphers
3Curses the character
4Curses one cypher, causing it to reduce all stat Pool maximums by 5 until the cypher is used, removed, or destroyed
5Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher
6Steals the character away to their fey realm
Formes des Cyphers en Contes de Fées

(We Are All Mad Here, page 75)

While characters can find or purchase many of these items in the world, only magic versions of the items are cyphers. Characters should easily be able to tell when an item is magic (and thus a cypher) and when it's an ordinary item.

Fey Cypher Attraction
d20Form
1Apple or ball of yarn
2Pebble or mushroom
3Scroll or four-leaf clover
4Lock of hair or hand mirror
5Matchstick or comb
6Feather or acorn
7Egg or apple seeds
8Tea or fish scales
9Fingernail clippings or chalk
10Magic beans or key
11Rose or bell
12Small cake or talisman
13Wolf's tooth or hand mirror
14Vial of liquid or secret
15Magic coin or broken arrow
16Wish or fairy dust
17Magic word or spindle
18Curse or handkerchief
19Spell or hand fan
20Fallen star or playing card
Fairy Tale Cypher Table

(We Are All Mad Here, page 76)

Fairy Tale Cypher Table
d100Cyphers en Contes de Fées
01Adderstone
02Agate Eye
03Animated wood
04Anywhere door
05Apple of discord
06Azure dust
07Baba Yaga's spiced cookie
08Bellman's map of the ocean
09Beloved's kiss
10Bird's nest coronet
11Blackbird pie
12Blood pearl blossom
13Bone key
14Bones of the beloved
15Bowl of porridge
16Cat sidhe medallion
17Cheshire smile
18Coalheart's beard balm
19Croc's clock
20Crown jewel
21Dame Trot's cat
22Darning needle
23Dead water
24Deathless
25Death's candle
26Death's messengers
27Diadem of death
28Dragon's blood
29Dragon's teeth
30Dressmaking nut
31Drink me
32Dust of the dreamer
33Eat me
34Emperor's new clothes
35Fairy cup
36False grandmother
37Father's Betrayal
38Flaming arrow
39Flowers for grandmother
40Forget-me-knot
41Genie's handkerchief
42Gilded shell
43Gingerbread man
44Godfather's picture book
45Golden Beetle
46Golden vanity
47Green spectacles
48Hart's heart
49Heart of a star
50Heart's tart
51Hot cross buns
52Iron bands of three
53Itsy bitsy spider
54Jack's candlestick
55Jiminy cricket
56The Key of Knowing
57Knave of Hearts
58Lion's courage
59Living water
60Magic beans
61Memory's match
62Mermaid tear
63Neverlost
64Nonsensical poem
65Omniscient bean
66Pictureless book
67Poison for your daughter
68Poisoned apple
69Poppet (damage)
70Poppet (love)
71Poppet (prosperity)
72Poppet (silence)
73Powder of life
74Princess's pea
75Rabbit hole
76Rapunzel leaf
77Rose of red
78Shadow soap
79Shard of the moon
80Shining knife
81Silver slippers
82Singing bone
83Snake leaves
84Snickersnee
85Song of the dead
86Sorcerer's skeleton key
87Spirit ring
88Teleport hat
89Three needles
90Tin Man's tears
91To Peter with love
92Valorous whetstone
93Vase of tears
94White snake
95Wish granting pearl
96Witch bottle
97Witch's ladder
98Wooden spoon
99Yonder yarn
00Roll on the cypher tables

A Selection of Cyphers en Contes de Fées

Adderstone

(We Are All Mad Here, page 77)

Adderstone Effects
d20Effect
1–3When looking through the hole, the user gains an asset to seeing things that are normally invisible to the eye, including doorways, beings, spirits, magical effects, and so on.
4–6When worn on the finger as a ring, wards off spirits of the dead (grants +1 Armor against attacks from ghosts, haunts, and other spirits of the dead).
7–9When attached to physical armor, adds 1 to the Armor it provides (adds 2 to the Armor if the cypher is level 6 or higher).
10–12When held in the mouth, protects against poisons (up to the level of the cypher).
13–15When placed on the finger of another with good intent, it adds 1 to the recovery rolls of both the user and the wearer.
16–18When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in.
19–20When tied in the hair, eases all defense tasks against curses by two steps.
Agate Eye

(We Are All Mad Here, page 77)

Animated Wood

(We Are All Mad Here, page 77)

Once activated, animated wood is not an unthinking, docile being. It may, in fact, resist the user's commands and attempt to take its own actions. Any actions it takes cannot be harmful to the user or the user's allies. The user may attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are eased by two steps).

Anywhere Door

(We Are All Mad Here, page 78)

Apple of Discord

(We Are All Mad Here, page 78)

Azure Dust

(We Are All Mad Here, page 78)

(We Are All Mad Here, page 78)

Bellman's Map of the Ocean

(We Are All Mad Here, page 78)

Beloved's Kiss

(We Are All Mad Here, page 78)

Beloved's Kiss Effects
d6Effect
1–2Renders the character immune to poisons for one hour per cypher level (and ends any ongoing effects)
3–4Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects)
5–6Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects)
Bird's Nest Coronet

(We Are All Mad Here, page 78)

Blackbird Pie

(We Are All Mad Here, page 78)

Blood Pearl Blossom

(We Are All Mad Here, page 79)

Bone Key

(We Are All Mad Here, 79)

Bones of the Beloved

(We Are All Mad Here, page 79)

Bowl of Porridge

(We Are All Mad Here, page 79)

Cat Sidhe Medallion

(We Are All Mad Here, page 79)

Cheshire Smile

(We Are All Mad Here, page 79)

Coalheart's Beard Balm

(We Are All Mad Here, page 79)

Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.

Croc's Clock

(We Are All Mad Here, page 80)

Crown Jewel

(We Are All Mad Here, page 80)

Dame Trot's Cat

(We Are All Mad Here, page 80)

Darning Needle

(We Are All Mad Here, page 80)

Dead Water

(We Are All Mad Here, page 80)

Deathless

(We Are All Mad Here, page 80)

If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.

Death's Candle

(We Are All Mad Here, page 80)

Death's Messengers

(We Are All Mad Here, page 80)

Diadem of Death

(We Are All Mad Here, page 81)

Dragon's Blood

(We Are All Mad Here, page 81)

Dragon's Blood Effects
d6Effect
1–2+2 to Armor
3–4Asset to all tasks involving magic
5–6Asset to all tasks involving romance, sex, and fertility
Dragon's Teeth

(We Are All Mad Here, page 81)

Guerriers
level 3; Armor 1; swords inflict 3 points of damage
Dressmaking Nut

(We Are All Mad Here, page 81)

Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits.

Drink Me

(We Are All Mad Here, page 81)

Dust of the Dreamer

(We Are All Mad Here, page 81)

Eat Me

(We Are All Mad Here, page 81)

Emperor's New Clothes

(We Are All Mad Here, page 82)

Fairy Cup

(We Are All Mad Here, page 82)

It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer protection by way of thanks.

False Grandmother

(We Are All Mad Here, page 82)

Father's Betrayal

(We Are All Mad Here, page 82)

Flaming Arrow

(We Are All Mad Here, page 82)

Flowers for Grandmother

(We Are All Mad Here, page 82)

Flowers for Grandmother Effects
d6Effect
1Curses
2Fire/heat
3Ice/cold
4Poison
5Intellect
6Slashing and piercing
Forget-Me-Knot

(We Are All Mad Here, page 82)

Genie's Handkerchief

(We Are All Mad Here, page 82)

Genie's handkerchiefs come in many colors and materials. Some people find that after their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its drawbacks.

Gilded Shell

(We Are All Mad Here, page 83)

Gingerbread Man

(We Are All Mad Here, page 83)

Godfather's Picture Book

(We Are All Mad Here, page 83)

Golden Beetle

(We Are All Mad Here, page 83)

Golden Vanity

(We Are All Mad Here, page 83)

Green Spectacles

(We Are All Mad Here, page 83)

Hart's Heart

(We Are All Mad Here, page 83)

Heart of a Star

(We Are All Mad Here, page 84)

Heart's Tart

(We Are All Mad Here, page 84)

Hot Cross Buns

(We Are All Mad Here, page 84)

Iron Bands of Three

(We Are All Mad Here, page 84)

Itsy Bitsy Spider

(We Are All Mad Here, page 84)

Jack's Candlestick

(We Are All Mad Here, page 84)

Jiminy Cricket

(We Are All Mad Here, page 84)

The Key of Knowing

(We Are All Mad Here, page 85)

Knave of Hearts

(We Are All Mad Here, page 85)

Lion's Courage

(We Are All Mad Here, page 85)

Living Water

(We Are All Mad Here, page 85)

Magic Beans

(We Are All Mad Here, page 85)

Memory's Match

(We Are All Mad Here, page 85)

Mermaid Tear

(We Are All Mad Here, page 85)

Neverlost

(We Are All Mad Here, page 85)

Nonsensical Poem

(We Are All Mad Here, page 86)

Omniscient Bean

(We Are All Mad Here, page 86)

Pictureless Book

(We Are All Mad Here, page 86)

Pictureless Book Effects
d6Effect
1–2Sweet dreams. All dreaming characters have all of their Pools restored to full.
3–4Nightmares. All dreaming characters take 5 points of Intellect damage.
5–6Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day.
Poison for Your Daughter

(We Are All Mad Here, page 86)

Poison for Your Daughter Effects
d100Reaction
01–20Sleep. The creature falls into a deep, dreamless sleep. While sleeping, the creature cannot take any actions, but is protected by a glass coffin that grants +2 Armor. The creature wakes if they are touched by someone they love or if they take damage.
21–40Disappear. The creature becomes invisible to everyone and everything for a number of rounds equal to the cypher level. During that time, they cannot be heard, felt, or sensed.
41–60Alter. The creature becomes physically altered until they are unrecognizable, even by their loved ones. The alteration also affects their clothing, possessions, and any distinguishing characteristics or mannerisms.
61–75Lost. The creature becomes deeply and frighteningly lost, even if they are in familiar surroundings (such as their own bedroom). They do not recognize any landmarks, cannot find their way, and feel a deep sense of panic.
76–85Breathless. The creature feels like they are unable to breathe, gulping air and short of breath. Although they are not dying, they feel as though they are. All tasks are hindered.
86–95Compulsion. The creature becomes obsessed with a single task, unable to do anything else until they achieve it. The task might be simple (picking the most beautiful rose from a garden) or complex (knitting seven sweaters from nettles). All actions that don't contribute to completing the task are hindered.
96–00Dutiful. The creature becomes much easier to interact with. All tasks to influence the poisoned creature are eased by two steps.
Poisoned Apple

(We Are All Mad Here, page 87)

Poppet (Damage)

(We Are All Mad Here, page 87)

Poppet (Love)

(We Are All Mad Here, page 87)

Poppet (Prosperity)

(We Are All Mad Here, page 87)

Poppet (Silence)

(We Are All Mad Here, page 88)

Powder of Life

(We Are All Mad Here, page 88)

Objects animated by the powder of life should have stats that represent their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking.

Notes de l'Editeur — Instructions for Dr. Pipt's Incredible Powder of Life:

  1. Sprinkle lightly one dusting dose on static object to be brought to life.
  2. Raise left hand, little finger pointing upward, and say "Weaugh!"
  3. Raise right hand, thumb pointing upward, and say "Teaugh!"
  4. Raise both hands, fingers and thumbs spread wide, and say "Peaugh!"
  5. Try and keep a positive attitude!
Princess's Pea

(We Are All Mad Here, page 88)

Rabbit Hole

(We Are All Mad Here, page 88)

Rapunzel Leaf

(We Are All Mad Here, page 88)

Rose of Red

(We Are All Mad Here, page 88)

Shadow Soap

(We Are All Mad Here, page 88)

Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return.

Shard of the Moon

(We Are All Mad Here, page 89)

Shining Knife

(We Are All Mad Here, page 89)

Silver Slippers

(We Are All Mad Here, page 89)

Once the silver slippers are used to transport their wearer, they disappear. However, it is rumored that they magically return to the world in some form for someone else who needs them.

Singing Bone

(We Are All Mad Here, page 89)

For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits. "Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.

Snake Leaves

(We Are All Mad Here, page 89)

Snickersnee

(We Are All Mad Here, page 89)

Song of the Dead

(We Are All Mad Here, page 89)

Sorcerer's Skeleton Key

(We Are All Mad Here, page 89)

Spirit Ring

(We Are All Mad Here, page 90)

Fey are fickle beings. While spirit rings and the like allow someone to hold power over them, it's very much dependent on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something important), and they may take the time to curse or prank the characters before they disappear.

Teleport Hat

(We Are All Mad Here, page 90)

Three Needles

(We Are All Mad Here, page 90)

Tin Man's Tears

(We Are All Mad Here, page 90)

To Peter With Love

(We Are All Mad Here, page 90)

Valorous Whetstone

(We Are All Mad Here, page 90)

Vase of Tears

(We Are All Mad Here, page 90)

White Snake

(We Are All Mad Here, page 90)

Wish-Granting Pearl

(We Are All Mad Here, page 90)

Witch Bottle

(We Are All Mad Here, page 91)

Witch's Ladder

(We Are All Mad Here, page 91)

Wooden Spoon

(We Are All Mad Here, page 91)

Yonder Yarn

(We Are All Mad Here, page 91)

It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know ways to hide themselves (and others) from the yarn's power.


Fairy Tale Artifacts

(We Are All Mad Here, page 91)

Artifacts are typically more valuable and less common. Therefore, player characters are less likely to encounter them at random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.

Most artifacts in a Cypher System fairy tale setting are magical objects that have been either crafted via magic or later altered by or imbued with magic. There are a number of people and beings in fairy tale settings who are capable of creating artifacts by one or both of these methods. Additionally, some artifacts are products of magic or the setting itself. Thus, new artifacts are constantly entering the world, just waiting to be found and used by the characters.

Artifact Quirks

(Cypher System Rulebook, page 306)(We Are All Mad Here, page 91)

Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also shows up in artifacts as quirks. Every artifact has a quirk that sets it apart from mundane or lightly magical objects.

Any of the Fantasy Artifacts would be suitable for a fairy tale setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or similar item. Come up with your own or roll a quirk on the table below.

Quirks typically do not make an artifact more powerful, but they can make it more interesting, difficult, useful, or just unique. Some quirks manifest during an item's creation, while others might appear (or disappear) after a particular experience, usually one involving magic. Quirks may come and go without notice, but typically an artifact can have only one quirk at a time and is rarely without a quirk for long.

Artifact Quirks Table (d10)

(Cypher System Rulebook, page 306)

Fairy Tale Artifact Quirks (d10)
d10Quirk
1Is sometimes invisible.
2Cries like a baby if jostled.
3Becomes cold as ice to the touch and emits cold vapor when danger threatens.
4Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture.
5Also serves as a key to some magically locked doors and chests.
6Bites owner with tiny teeth if jostled, dealing 1 point of damage.
7Always muttering and complaining, though useful warnings and other information can sometimes be gained.
8Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life.
9The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power.
10Causes flowers to grow wherever it is stored or set down.
Artifact Quirks Table (d20)

(We Are All Mad Here, page 92)

Fairy Tale Artifact Quirks (d20)
d20Quirk
1Randomly changes the color of weapons, clothing, and other objects it touches.
2Causes some animals to shy away from it, and others to draw near to it.
3Musical instruments and birdsongs go flat in its presence.
4Gives the wielder an increased sense of smell.
5Draws bees and occasionally drips honey.
6Sometimes catches on fire when used; the blaze doesn't do damage but it gives off heat and light.
7Produces a rash, tattoo, or other mark on the wielder's skin.
8Causes the wielder to walk an inch or so above the ground.
9Whistles music appropriate to what's going on around it, including a nasal drone when it's bored.
10Sometimes moves of its own accord, but never when anyone's looking at it.
11Talks constantly about its former owner, who it either loves or hates, depending on the day.
12Gives everyone nearby weird and unnatural dreams.
13Causes the wielder's hair to grow faster than normal.
14Creates a cloud over itself constantly. Sometimes the cloud rains.
15Draws fey creatures to it, whether it's being used or not.
16Whines incessantly if it hasn't been used (or at least given some attention, such as being cleaned) in at least a day.
17Emits various colored swirls and sparkles that form shapes in the air.
18Changes appearance in some small way to match the wielder's mood.
19Sometimes points the way to something interesting or useful.
20Occasionally changes into a completely different artifact overnight (including form and function); this effect lasts until the artifact is used in its new form, after which point it reverts back (or depletes).
Fairy Tale Artifacts Table

(We Are All Mad Here, page 92)

When giving artifacts to characters, either choose from this table or roll d100 for random results.

A Selection of Fairy Tale Artifacts

A Tisket a Tasket

(We Are All Mad Here, page 93)

Bounding Boots

(We Are All Mad Here, page 93)

Boundless Bag

(We Are All Mad Here, page 93)

Putting all or part of a living thing into a boundless bag is always risky, as more than one person has had their hand or head turned to gold (which might sound lovely, but typically isn't). Also, doing so often causes the boundless bag to revert to a normal bag.

Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact.

Boy Blue's Horn

(We Are All Mad Here, page 93)

Carving Knife of Sharpness

(We Are All Mad Here, page 93)

The GM determines the effect of a lost limb; however, many magical beings can withstand lost limbs with far more aplomb than a mortal creature will display in a similar situation.

Devils and Tailors

(We Are All Mad Here, page 94)

You can determine the outcome of a game by having both players roll 2d6. The player with the highest number of pieces left on the board (highest roll) is the winner.

Fiddle of the Fossegrim

(We Are All Mad Here, page 94)

Fortunate's Purse

(We Are All Mad Here, page 94)

Magic bags come in many forms, such as coin purses, sacks, packs, and pockets. Some can be used to hide someone safely out of sight, provide an endless supply of gold or riches, or grant wishes. They are most often given as rewards for doing great kindnesses or completing a difficult task.

Galoshes of Fortune

(We Are All Mad Here, page 94)

Genie's Lamp

(We Are All Mad Here, page 95)

Genies, also called djinni, djinn, or jinn, come in many forms, and not all of them are contained or controlled by something so simple as a lamp.

Golden Bridle

(We Are All Mad Here, page 95)

Hatchet of the Woodsman

(We Are All Mad Here, page 95)

Hook's Hook

(We Are All Mad Here, page 95)

There are rumored to be any number of Hook's hooks, all of which are made from different materials and serve different purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook. Enterprising characters might seek out multiple hooks, along with a way to exchange them easily.

Horn of Destruction

(We Are All Mad Here, page 95)

It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris and to wear a crown fashioned from talus and scree.

Iron Stove

(We Are All Mad Here, page 95)

A gingerbread being is not immune to dangers. Large amounts of liquids are likely to make it melt away, while birds and other scavengers have been known to try to take an eye or leg.

Knapsack of Sevens

(We Are All Mad Here, page 96)

Mirror Mirror

(We Are All Mad Here, page 96)

Mirror Mirror Abilities
d6Ability
1Answers a question about the present (such as "Who is the fairest of them all?") with a simple one- or two-word answer.
2Allows the viewer to check in on someone they know (and who knows them) from anywhere. The image lasts just a moment, and those being viewed are not aware that it has happened.
3If the viewer stands before the mirror and shouts their own name three times, they are granted a glimpse of their future. This glimpse lasts just a moment, and is not guaranteed to come true.
4If the viewer stands before the mirror at midnight while holding a light source, they are able to contact the ghost or spirit of a person or creature they know the name of. Whether or not the being agrees to talk with them is another matter.
5Distorts the appearance of everything it reflects, particularly by magnifying the horrible and ugly aspects of things and people while ignoring their good and beautiful aspects. Looking into the mirror inflicts 2 points of Intellect damage. Angling the mirror to reflect an object inflicts 2 points of damage to it.
6Coats the user's skin with its reflective surface, offering protection. The first time the user would take damage, the mirror shatters instead, reflecting the damage back to the user's attacker.

Most mirror mirrors have a personality all their own. Some sing their answers, some show images, and still others sigh with boredom at being asked the same thing over and over. Mirrors never lie. Except when they do.

Pandora's Box

(We Are All Mad Here, page 96)

Pixie Dust

(We Are All Mad Here, page 97)

Red Cap

(We Are All Mad Here, page 97)

Red Riding Hood

(We Are All Mad Here, page 97)

Self-Swinging Sword

(We Are All Mad Here, page 97)

Seven-League Boots

(We Are All Mad Here, page 97)

Shapeshifter Wand

(We Are All Mad Here, page 97)

She-Bear

(We Are All Mad Here, page 98)

Shirt of Nettles

(We Are All Mad Here, page 98)

Soldier's Cloak of Invisibility

(We Are All Mad Here, page 98)

Soulful Fiddle

(We Are All Mad Here, page 98)

Steadfast Tin Soldier

(We Are All Mad Here, page 98)

It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including Paper Ballerina, Handless Maiden, and Bianca's Snake.

Stone Canoe

(We Are All Mad Here, page 98)

Story Knife

(We Are All Mad Here, page 99)

Table-Be-Set

(We Are All Mad Here, page 99)

In addition to artifact quirks, common sense suggests that the effects of some artifacts will draw additional interesting opportunities or dangers. Using table-be-set in the middle of a forest, for example, is likely to draw bears and other hungry beasts, while using it in the middle of town might garner the characters new friends, or catch the attention of thieves.

Tinderbox

(We Are All Mad Here, page 99)

Tweedledee's Umbrella

(We Are All Mad Here, page 99)

Vicious Tankard

(We Are All Mad Here, page 99)


Fairy Tale Creatures

(We Are All Mad Here, page 100)

The following creatures and characters are provided to help populate your fairy tale game. Due to the dual and complex nature of many creatures in fairy tales, along with the large number of archetypes, there are several additional elements that you'll want to take particular note of when using the creature listings.

Basic Creatures and NPCs for a Fairy Tale Game

(Cypher System Rulebook, page 306)

Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron weapons.

Suggested Additional Creatures and NPCs for Use in Fairy Tale Settings

(We Are All Mad Here, page 101)

The following creatures and NPCs can also be used, although some may need small tweaks to their appearance or motives to make them more fairy-tale in nature.



Beasts and Beings

Accès Rapide: Beasts and Beings by Archetype

The following creatures and NPCs can also be used, although some may need small tweaks to their appearance or motives to make them more fairy-tale in nature.

Notes de l'Editeur — Unlinked creatures in these lists are not presented in the CSRD.

Magical Animals

(We Are All Mad Here, page 102)

The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and snarks.

Bear
level 5; health 20; Armor 1; two magical abilities
Cat
level 2; two magical abilities
Fish
level 2; one magical ability
Fox/Rabbit/Monkey
level 3; cunning and trickery as level 5; two magical abilities
Horse/Donkey
level 4; two magical abilities
Mouse/Rat
level 2; one magical ability
Raven/Owl
level 3; intelligence and cunning as level 4; one magical ability
Snake/Serpent
level 3; bite inflicts 4 points of Intellect damage (ignores Armor); one magical ability
Songbird
level 1; offer sage advice to those they choose; one magical ability
Stag/Hart
level 4; Armor 1; horns inflict 3 points of damage; two magical abilities
Suggested Magical Abilities for Animals

(We Are All Mad Here, page 104)

Suggested Magical Abilities for Animals
AbilityEffects
BlessUse magic to give a character or object something beneficial, such as giving a weapon +1 damage for one round, or giving another character +1 Armor for one round
BoonProvide the character with a small beneficial object, such as a goose that lays a golden egg, a fish that finds a lost ring, and so on
ConjureCreate a small useful item, such as a flask of water, a loaf of bread, or a candle
CurseCurse another creature to inflict damage, stun, daze, or otherwise affect them negatively for one or more rounds
GlamourMake themselves or someone else look different for a short period of time, or cast an illusion over a small area or for a short duration
SoignerHeal themselves, another character, or a natural element of the world for 1–3 Pool points or health
InformationGive directions to a town, the name of the man who lives in the nearby cottage, or the rumors about the area
InvisibilityTurn themselves, another character, an object, or a place invisible for a short period of time
Sage AdviceSee the future, offer suggestions on a difficult task, or guide a character's actions
ShapeshiftingBecome a different type of animal or object, or cause someone else to become an animal or object for a short period of time
Wish GrantingGrant a small wish, such as the ability to float for a short time in order to cross a river

(We Are All Mad Here, page 106)

  • Bagheera: This cunning, bold, and brilliant black panther can be someone's worst enemy or their most loyal friend, protector, and mentor.

  • Beast (with a capital B): Sometimes a human cursed, sometimes an animal blessed, often just a creature from the beginning, Beasts are bestial humanoids with large claws and jaws. Most Beasts have a single thing that they love deeply and will do anything to protect: a garden, a human, their home, a book from their childhood.

  • Cheshire Cat: Interacting with this riddling, punning, disappearing striped cat is enough to make anyone feel discombobulated. Can make a great ally if you're seeking answers, have lost your way, or need advice.

  • Puss in Boots: Smart and smart-alecky, Puss in Boots always has a plan in motion, and at least two others that are about to begin.

Bagheera
level 7; stalking, hunting, sneaking, and chasing prey as level 8; persuasion and positive social interactions as level 8; inflicts 6 points of damage with teeth and claws; can pounce on a victim from a long distance away to inflict 7 points of damage and knock the victim prone.
Beast (with a capital B)
level 6; intimidation and protection as level 7; Armor 2; inflicts 4 points of damage with an item related to their beloved (gardening shears, for example).
Cheshire Cat
level 6; punning and wordplay as level 7, Speed defense as level 8 due to intangibility; will disappear rather than fight.
Puss in Boots
level 5; planning, scheming, persuasion, and deception as level 7; Armor 2; inflicts 4 points of damage with elaborate swordplay.
Crafted

(We Are All Mad Here, page 102)

Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like Pinocchio, the Iron Giant, Edward Scissorhands, the Gingerbread Man, and the Tin Man.

Talking Objects

(We Are All Mad Here, page 105)

If you have a talking object in your game, it has a level (just like creatures and regular objects), and every interaction with it is based on that level. Its level can be based on its physical and mental complexity as well as its purpose. So something like a singing teapot might be level 2 with 2 Armor, and it can hurl its lid at a foe to inflict 2 points of damage. A complicated talking lock who guards a precious treasure might be level 5 or 6 and can cast a spell (inflicting 3 points of damage) on anyone who tries to pick it.

Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might or might not be living, depending on its nature.

(We Are All Mad Here, page 112)

  • Gingerbread Creatures: Gingerbread creatures can take any shape and form, but are most often humans, dogs, or dragons. Typically crafted and brought to life by witches and enchanters, gingerbread creatures tend to remain loyal to their creators, even if they are treated poorly.

  • Geppetto's Children: Made of wood and wishes, Geppetto's children are everywhere in the world. They go through a number of life stages, starting as wooden puppets and eventually becoming real humans. No matter what stage they're in, they're nonstop sources of destruction and chaos.

  • Virgilius's Copper Dogs: Once the loyal companions of Virgilius the Sorcerer, this pack of dogs now runs feral. Despite being created through the power of magic, they despise anything that stinks of magic and attempt to bring it down.

Gingerbread Creatures
level 2, Speed defense as level 4 due to quickness; when touched or eaten, some gingerbread creatures release a sweet, slow poison that inflicts 1 point of damage each round for 1d6 rounds.
Geppetto's Children
level 4; Armor 1; have a passion for creating, collecting, and using cyphers, particularly detonation cyphers
Virgilius's Copper Dogs
level 5; Armor 2
Earth Beings

(We Are All Mad Here, page 102)

Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in important ways, such as the way in which the minotaur is part of its maze or the way that dwarves have a unique connection to mountains.

Nain
level 4; Armor 2; mining pick inflicts 4 points of damage; beards provide magical abilities such as finding treasure, enabling flight, shapeshifting, and turning invisible. Cutting a dwarf's beard off or learning their name provides an asset on all interactions with that dwarf.
Fey Beings

(We Are All Mad Here, page 102)

In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins, boggarts, and goblins. There are so many types of fey beings in the world that it's nearly impossible to categorize them as just one thing, or to list them all. They do have a few characteristics in common, however. They are typically sentient, humanoid in form, connected to nature in some way, and magical.

(We Are All Mad Here, page 121)

  • Angiks: Reanimated spirits of babies who died, typically due to hard winters, and who now haunt the living. At night, they turn into giant owls and prey on solitary travelers.

  • Changelings: Fairy children left in place of stolen human babies (and occasionally adults as well), typically raised among humans.

  • Nymphs: Supernatural beings (often female) associated with protecting a particular location or landform, such as a river, tree, or mountain.

  • Pixies: Benign and mischievous creatures that live near stone circles, tombs, and other burial grounds.

Angiks
level 3; talons inflict 4 points of damage
Changelings
level 2; shapeshifting and knowledge of the fey world as level 4
Nymphs
level 3; stealth and positive social interactions as level 6
Pixies
level 2; stealth and finding lost items as level 6
Of the Grave

(We Are All Mad Here, page 102)

Human NPCs

(We Are All Mad Here, page 136)

The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in fairy tales.

From General to Specific: While the NPCs listed here are general types, such as crafter and robber, it's easy to turn them into specific characters from common and well-known fairy tales. For example, with a little tweaking, you can turn a generic tailor into the tailor from The Brave Little Tailor. Just give the crafter NPC a banner that says "SEVEN WITH ONE BLOW" and embrace a jaunty, overconfident nature, and you have the titular character.

Naming Your NPCs: You might have noticed that in fairy tales, many characters —especially those of the lower or working classes—don't have a name beyond their title, position, or profession (or sometimes their marriage status). "The Woodcutter," "the Tailor," "the Baker's wife," and so on. While you could follow suit and just call your NPC "the Woodcutter," most player characters are going to ask that person their name. It's likely to break immersion if you throw in a modern name, or if the NPC tries to explain that they don't have one, they're just called "the Woodcutter." And if you call them all Jack, then no one (including you) will remember which one is which. Consider coming up with a list of names ahead of time so that you're always ready to give players something to call a new walk-on character.

Named Characters

(We Are All Mad Here, page 102)

Royalty

(We Are All Mad Here, page 103)

Shapeshifters

(We Are All Mad Here, page 103)

Spiring Beings

(We Are All Mad Here, page 103)

Tricksters

(We Are All Mad Here, page 103)

Water Beings

(We Are All Mad Here, page 103)

Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery areas of the world.

(We Are All Mad Here, page 128)

  • Drowning Fairies: There are many types of creatures known as "drowning fairies," including Peg Powler, the Water Leaper, Fossegrim, and Jenny Greenteeth. These creatures typically dwell below or next to water and tempt, pull, or trick passersby into the water.

  • Fuath: Fuathan are intangible spirits that dwell deep in the seas and oceans. They consider themselves protectors of these realms, particularly against fishermen and others who would damage the environment or creatures there. Fuathan have the power to make themselves visible, most often taking the form of humanoid creatures with green skin and the flowing mane and tail of a golden horse.

  • Naiad: These water nymphs inhabit rivers, springs, waterfalls, and other bodies of fresh water. Typically appearing as beautiful young women with long limbs and flowing hair, naiads are considered protectors, for they guard their land fiercely. However, they are easily provoked and their wrath is fierce.

Drowning Fairies
level 6; persuasion and creating illusions as level 7; can grab a creature in short range and pull them into and under the water and attempt to drown them (level 6 Might or Speed defense task to break free)
Fuath
level 5; defense as level 7 due to intangibility; if they know a person's name, they can gain control over the person, forcing them to do their bidding for a short time
Naiad
level 4; can cause water to boil, inflicting 3 points of heat damage on foes; can unleash flash floods that sweep all foes back a very long distance and inflict 2 points of ambient damage (ignores Armor)
Witches, Wizards, and Sorcerers

(We Are All Mad Here, page 103)

World and Weather Beings

(We Are All Mad Here, page 103)


Chapitre 21 Historical

Accès Rapide: Historical

(Cypher System Rulebook, page 307)

Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic (although a game set in feudal Japan with orcs and magic could be fascinating).


Creating a Historical Adventure

(Cypher System Rulebook, page 307)

One of the draws of playing in a historical adventure is the thrill of "being there" when something important happens. Thus, in many cases, historical adventures in RPGs shouldn't be designed as campaigns, but instead serve as short-term experiences where players try something new, or at least something they don't normally do: play as figures involved in a momentous historical event.

Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The lessons of great historical fiction include the following.

The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure that PC backgrounds contain one relevant detail to the chosen historical setting.

The GM shouldn't fall into the trap of assuming that history was drab just because it is often presented along with old paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected situations are just as likely in a historical adventure as in any other kind.

What's the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to tell great stories.

Make sure you know when the campaign ends. Maybe it's when the PCs successfully accomplish a specific task, but it might be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or merely be aware of it as they attempt to do something that history hasn't recorded.

Don't create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are introduced to a historical location or person, but don't worry about things that they likely will never see. Yes, figure out what kind of currency is used, but making a super-accurate list of prices just isn't necessary; the players will take your word for the cost of items and many other details. You're evoking a historical setting with your game, not writing a book report.

Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America savages, but that doesn't mean it's true. If all you know about a time period is a movie set in that period, you'll have a skewed version of events and culture. Be willing to go deeper than Braveheart or The Last Samurai, or maybe choose a different genre.


Running a Historical Game

(Cypher System Rulebook, page 308)

Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific historical event—as the setting. Given that all of history can serve, you won't lack for resources. Below are a few possibilities. Of course, the farther back you set your game, the less information on specific events is available. On the other hand, that frees you up to get creative.

Once you choose the historical period and any special events you want to include in your adventure or campaign, direct your players to an appropriate set of foci. Alternately, you can have your players play as historically significant figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save historically significant individuals for use as NPCs.

The players will need some kind of grounding in what to expect in the time period you've chosen. Just like they need an idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at the very least.

If you're looking for inspiration for time periods in which to set your historical game, here are some possible ideas: prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan, Medieval Europe, and the American Old West.


Historical Character Options

Suggested Types for a Historical Game

(Cypher System Rulebook, page 310)

Suggested Types for a Historical Game
RoleType
Constable (or night watchman)Explorateur with préférence de combat
DetectiveExplorateur with préférence de furtivité and préférence de compétences et de connaissances
KnightGuerrier
PirateExplorateur with préférence de furtivité
TutorEmissaire
MarchandEmissaire with préférence de compétences et de connaissances
SmithEmissaire with some Guerrier abilities and préférence de compétences et de connaissances
PlaywrightEmissaire
NobleEmissaire with préférence de compétences et de connaissances
ExplorateurExplorateur
PriestEmissaire

Notes de l'Editeur — The Modern chapter includes a list of Mundane Foci appropriate to settings without fantastic elements.


Historical Artifacts

(Cypher System Rulebook, page 309)

The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural, fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient analog computer and orrery used to predict eclipses and other astronomical positions) reveal that the ancient world—and by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.


Basic Creatures and NPCs for a Historical Game

(Cypher System Rulebook, page 310)

Cat
level 1; Speed defense as level 3
Dodo
level 1
Dog
level 2; perception as level 3
Dog, guard
level 3; attacks and perception as level 4
Horse
level 3; moves a long distance each round
Marchand
level 2; haggling as level 3
Noble
level 2; pleasant social interaction as level 4
Rat
level 1
Serf
level 2; animal handling as level 3
Snake, poisonous
level 1; attacks as level 4
Warhorse
level 4; moves a long distance each round

Part 4 Game Mastering

Chapitre 22 Creatures

(Cypher System Rulebook, page 312)

This chapter describes many common and uncommon créatures that the characters might meet—and fight—in a Cypher System game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.

Notes de l'Editeur — The editor has moved some creatures in the Cypher System Rulebook to Chapitre 23: NPCs instead. For more on creatures and NPCs, including a full index, see Accès Rapide: Creatures and NPCs.

Additionally, Monte Cook Games also provides an online Cypher System Creature Index that includes creatures from across their published material.


Understanding the Listings

(Cypher System Rulebook, page 312)

Every creature is presented by name, followed by a standard template that includes the following categories.

Creature Level and Target Number
LevelNombre SeuilTaux de Réussite de la Tâche
1(3)90%
2(6)75%
3(9)60%
4(12)45%
5(15)30%
6(18)15%
7(21)
8(24)−15%
9(27)−30%
10(30)−45%

Notes de l'Editeur — This table has been amended by the editor to include task success rates as a percentage. Remember to read the modifications for creatures you employ, and consider a few appropriate modifications for creatures you create or improvise. Some additional advice and clarifications to the definitions below are covered in Chapitre 23: NPCs.

Level
Like the difficulté of a task, each creature and NPC has a level attached to it. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its level. As shown on the following table, the target number is three times the level.
Description
Following the name of the creature or NPC is a general description of its appearance, nature, intelligence, or background.
Motive
This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants something, even if it's just to be left alone.
Environment
This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain it inhabits (such as "They travel in packs through dry wastes and temperate lowlands").
Health
A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a creature of its level.
Damage Inflicted
Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is more a flavor issue than a mechanical one. In other words, it doesn't matter if a level 3 foe uses a sword or claws—it deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it's the normal amount for a creature of its level.
Armure
This is the creature's Armor value. Sometimes the number represents physical armor, and other times it represents natural protection. This entry doesn't appear in the game stats if a creature has no Armor.
Movement
Movement determines how far the creature can move in a single turn. Creatures have movements of immediate, short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the creature's movement is long or greater, the PCs' Speed tasks are hindered.
Modifications
Use these default numbers when a creature's information says to use a different target number. For example, a level 4 creature might say "defends as level 5," which means PCs attacking it must roll a target number of 15 (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications, but these are almost always specific to their level.
Combat
This entry gives advice on using the creature in combat, such as "This creature uses ambushes and hit-and-run tactics." At the end of the combat listing, you'll also find any special abilities, such as immunities, poisons, and healing skills. GMs should be logical about a creature's reaction to a particular action or attack by a PC. For example, a mechanical creation is immune to normal diseases, a character can't poison a being of energy (at least, not with a conventional poison), and so on.
Interaction
This entry gives advice on using the creature in interactions, such as "These creatures are willing to talk but respond poorly to threats," or "This creature is an animal and acts like an animal."
Use
This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes or specific adventure ideas.
Loot
This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick them). It doesn't appear in the game stats if the creature has no loot.
GM Intrusion
This optional entry in the stats suggests a way to use intrusion de la Meneuse in an encounter with the creature. It's just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.

Normal Animals

(Cypher System Rulebook, page 314)

Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just their level and maybe one or two other stats.

Bear, black
level 3; attacks as level 4
Bear, grizzly
level 5; health 20; Armor 1
Dog
level 2; perception as level 3
Dog, guard
level 3; attacks and perception as level 4
Hawk
level 2; flies a long distance each round
Horse
level 3; moves a long distance each round
Rat
level 1
Rattlesnake
level 2; bite inflicts 3 points of Speed damage (ignores Armor)

Notes de l'Editeur — Modifying creatures can transform even a normal animal into a memorable encounter.


Accès Rapide: Creatures and NPCs

These lists include the contents of Chapitre 22: Creatures and Chapitre 23: NPCs. A few creatures presented in the Cypher System Rulebook are not included in the CSRD, including the CRAZR (318), Neveri (344), Slidikin (354), Wendigo (366), and Zhev (370). For more on creatures, see Creatures in Chapitre 25: Running the Cypher System.


Creature Lists

Basic Creatures and NPCs
Creatures and NPCs by Alphabetical Order
Level 1 Creatures and NPCs
Level 2 Creatures and NPCs
Level 3 Creatures and NPCs
Level 4 Creatures and NPCs
Level 5 Creatures and NPCs
Level 6 Creatures and NPCs
Level 7 Creatures and NPCs
Level 8 Creatures and NPCs
Level 9 Creatures and NPCs
Level 10 Creatures and NPCs
Creatures and NPCs with Special Damage

The following creatures deal special damage that moves a PC down the damage track, or that creates other potentially long-term consequences.


Creatures

Abomination 5 (15)

(Cypher System Rulebook, page 315)

An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the stagnant glow of toxic waste dumps. Standing at least 7 feet (2 m) tall, abominations are drawn to movement. Always famished, they consume living prey in great tearing bites.

GM Intrusion: The abomination isn't dead; it stands up on the following round at full health.

Angel of the Apocalypse 7 (21)

(Rust and Redemption, page 96)

If the End Times causes civilization to fall, biblical threats multiply across the land, including one or more angels of the apocalypse. They are every bit as terrifying as the Four Horsemen because they're charged with bringing about the end of the world. They have little room for pity or the plights of individuals; they have nations to topple and the forces of Hell to oppose.

Angels of the apocalypse radiate a halo of golden white light. Their 10 foot (3.5 m) tall forms—caparisoned for war—are somewhat humanoid, though each has one or more sets of wings. Apocalypse angels also wield an implement that seems to be equal parts trumpet and sword, which they can sound to bring about terrible events, or swing to slay those who oppose them.

Artificial Intelligence (AI) 8 (24)

(The Stars are Fire, page 115)

If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as godminds, AIs can develop inscrutable goals.

AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular "computer core." A few are machines with organic parts. All are entities of extreme intelligence able to adapt to new situations, and most act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.

GM Intrusion: The AI knows a phrase and series of images to flash at a particular PC to stun them for around as it attempts to upload an instance of itself into their mind.

Artificial Intelligence (AI), Post-Apocalyptic 6 (18)

(Rust and Redemption, page 97)

An artificial intelligence thinks independently, learning and evolving with experience. AIs have their own goals and motivations, and may work with or against humans. Some want to gather data, some want to solve technological problems, and some want to take over the world—at any cost.

AIs take many forms. Some are distributed across a vast network. Others are isolated in a single computer. A few are machines with organic parts or can use such machines as servitors.

Because AIs are entities of extreme intelligence, they can adapt to new situations. Most AIs act on some kind of plan, whether long acting or concocted to fit the situation at hand.

When acting from a remote terminal, the AI's effective level is lowered. It can be as low as level 3, but typically is level 5.

Bargainer Fiend 3 (9)

(It's Only Magic, page 98)

Bargainer fiends are natives of "hell dimensions" whose job is to come to the mortal world and convince people to barter or trade their souls. Their natural shape is usually a lanky humanoid with horns, claws, vestigial bat wings, and a forked tail, with a faint smell of brimstone, but they can partially or completely disguise themselves as humans to tempt and advise mortals.

Typical devils are warriors and torturers, and demons are mortal souls reforged into entities of pure spite and hate, whereas bargainer fiends see themselves as classier beings with loftier goals. However, bargainers are aware that they are weaker than their counterparts, and they make sure they don't do any front-line fighting if they can help it.

Basilisk 5 (15)

(Godforsaken, page 99)

A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and crawls upright instead of slithering on its belly. It feeds on snakes and other creatures smaller than itself, relying on its poisonous aura to weaken and kill its prey. It is known to make an unnerving growl instead of a typical snake hiss. An adult basilisk is 10 to 18 feet (3 to 5.5 m) long.

GM Intrusion: The basilisk strikes quickly, biting the same creature twice on its turn.

Black Dog 6 (18)

(We Are All Mad Here, page 107)

Black dogs go by many names: hellhounds, bearers of death, black hounds of destiny, and devil dogs, just to name a few. Typically they are spectral or demonic entities that show up at night. They are often sinister, malevolent, or purposefully harmful (such as the Barghest and Black Shuck). Occasionally, black dogs are helpful and benevolent, guarding people from danger, helping them find the correct path, or signifying the death of someone nearby.

Black dogs are usually large, shaggy, and as black as night, with long ears and tails. However, despite their name, they can be any color. The real distinction is that they are definitely not regular, living dogs. Some have eyes like fire, some howl with a ghostly, ethereal song, and still others have telltale witches' marks upon their chest or back.

Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they can pass on to those around them.

Black dogs sometimes serve as familiars for witches and sorcerers.

GM Intrusion: The black dog howls, creating such a mournful sound that everyone in very long distance who can hear it takes 4 points of Intellect damage. A character who sees the black dog is deeply affected by sadness and moves one step down the damage track.

Blob 8 (24)

(Stay Alive!, page 107)

The huge, undulating mass of this creature is composed of a mucus-like solid. The half-amorphous blob defeats its foes by absorbing prey, integrating a victim's tissue into its own. In essence, the victim becomes the blob, and all of the victim's knowledge is available to the blob for later use.

If it later desires, a blob can release a nearly perfect replicant of any creature that it has absorbed. Replicants have the memories and personalities of the originals, but they do the blob's bidding, which is usually to explore distant locations or lure prey into the open using a friendly face. A particularly well-crafted replicant might not know it's not the original. Creating a replicant takes a blob a day or two of effort, during which time it's unable to defend itself or eat, so it's not a task the creature attempts lightly.

GM Intrusion: The character pulls free of a blob they were caught under, but a piece of quivering protoplasm remains stuck to their flesh. They must do serious damage to themselves (enough to incapacitate) within the hour, scraping off the protoplasm before it absorbs them and becomes a new mini-blob.

Cat Sidhe 4 (12)

(We Are All Mad Here, page 108)

Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches and now have shifted permanently into cat form. They're all black except for a single white symbol on their chest, which is their name.

When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails remaining, their death is final.

While cat sidhes inflict damage with their soul-stealing attacks, the roleplaying element of a character losing part of their soul is possibly more important than the game effect. Consider removing something from the character that will affect them in interesting and unusual ways.

GM Intrusion: The cat sidhe yowls, causing a second cat sidhe to appear from hiding

Chimera 6 (18)

(Cypher System Rulebook, page 316)

Chimeras are unsettling hybrids that combine the features of many different animals, often arranged in odd formations. The fusion of animal forms is the only thing that unifies these creatures—otherwise, different chimeras often look very different from each other. They include combinations of goat and lion, lizard and bat, dragon and spider, dinosaur and giant insect. A few even display human features, such as an improbably located face or hands instead of claws. Some chimeras can fly. Others slither across the ground.

A chimera typically has a dominant form to which other animal parts are grafted. The base form must be large enough to support the weight of the extra heads, so lions, bears, and horses are popular as the base form.

Chimeras kill even when not hungry and throw their victims' remains around a wide area in a wild rage. When not feeding or tormenting prey, a chimera that can fly takes to the air, beating its enormous leather wings to scour the landscape for new prey.

GM Intrusion: The chimera grabs a character it bites and flies off with the victim

Chronophage 4 (12)

(Cypher System Rulebook, page 317)

These segmented, 6-foot (2 m) long creatures look partly like larvae that have grown gargantuan and vicious. They appear in places where time moves more slowly or more quickly than normal, where balls and liquids flow upslope, or where a time traveler has visited.

GM Intrusion: If a chronophage's prey fails its Speed defense roll, the attack ignores Armor, and the prey must make an Intellect defense roll (difficulty 4) or be phased into the chronophage's home dimension of time. Victims automatically phase back into reality on their next turn but are displaced by 100 feet (30 m) straight up or to the closest open space. This usually results in a fall that potentially deals 10 points of damage, knocks victims prone, and dazes them, hindering all actions for a round.

Cryptic Moth 5 (15)

(Say Alive!, page 108)

Normal moths are enigmatic, gauzy haunts of twilight. The feathery touch of their wings on your face can startle, even frighten. This is to be expected, since moths are the children of cryptic moths, malign and intelligent entities of another realm. Sometimes referred to as mothmen, other times as shadow faeries, cryptic moths are certainly alien. Each possesses a unique wing pattern and coloration, and, to some extent, body shape. These patterns and colors may signify where in the hierarchy a particular cryptic moth stands among its siblings of the night, but for those who do not speak the language of moths, the complexity of their social structure is overwhelming.

Moth swarm
level 2

GM Intrusion: The cryptic moth grabs the character and flies up and away, taking the victim with them.

Cybrid 8 (24)

(The Stars are Fire, page 116)

Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or conglomerate. The human remnants in each cybrid's carbon fiber and nested shells of nanotech exist in a red haze of pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.

From the exterior, not much of the original human is obvious, except perhaps in the echo of a humanoid shape. Each one has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike.

GM Intrusion: The character struck by the graser beam develops radiation poisoning, in this case a level 8 disease that drops the character one step on the damage track each day that it goes untreated.

Cyclops 7 (21)

(Godforsaken, page 103)

Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg). Everything about these giants is exaggerated, from the thick features of their faces to their oversized hands and lumpy, corpulent bodies. They clothe themselves in animal skins, scraps of cloth, or canvas stolen during their travels. A cyclops's most distinctive feature is the single eye positioned in the center of its forehead. Cyclopes live on the edges of civilized areas or on remote islands. For all their power and stature, they aren't especially brave, and most have a dim idea that puny humans have an advantage when they have numbers on their side.

GM Intrusions: The cyclops hits a character so hard thatthey fly a short distance away and land prone.

A character struck by the cyclops's fist is grabbed and stuffed in the creature's sack.

Deep One 4 (12)

(Cypher System Rulebook, page 319)

Some deep ones dwell in coastal regions on land, usually in isolated villages where they might attempt to pass for human. They are able to breathe both air and water. Most, however, thrive in the ocean depths, in ancient underwater cities like "Cyclopean and many-columned Y'ha-nthlei." Deep ones sometimes breed with insane humans to produce squamous offspring that eventually develop fully into deep ones well after maturity (or even middle age).

GM Intrusion: The deep one produces a net and throws it over the character. The only physical action the victim can take is to try to get free, as either a Might-based or a Speed-based action.

Deinonychus 3 (9)

(Cypher System Rulebook, page 320)

Popularly known as the velociraptor, the dinosaur genus called deinonychus doesn't care if its prey gets the proper terminology sorted. Meat tastes like meat. The "terrible claw" these carnivores are named after refers to their massive, sickle-shaped claws, which are unsheathed from their hind legs when attacking prey.

Deinonychus are pack hunters, which means they work together as a unit, each taking on different roles to scare, flush, and direct even intelligent prey into the claws of an ambush.

GM Intrusion: The fleeing deinonychus was actually leading the character over a cliff, into a deadfall trap, or into an ambush with more deinonychus.

Demigod 9 (27)

(Cypher System Rulebook, page 321)

Lesser gods, divine children of gods and mortals, and other beings bequeathed with partly divine power are called demigods. Their capacities so radically exceed those of regular people that they have transcended humanity. Demigods are so physically and mentally powerful that it's difficult for them to hide their semi-divine appearance to mortal creatures—not that most would make the effort in the first place.

GM Intrusion: The divine nature of the demigod allows it to act out of turn, take control of an object (such as an artifact or a cypher) that the PC is about to use against it, and either deactivate the object or turn it against the character.

Demon 5 (15)

(Cypher System Rulebook, page 322)

Demons are formless spirits of the dead tortured in nether realms until all that was good or caring in them was burned away, forging a being of spite and hate.

A demon remembers only fragments of its former life—every good memory is cauterized, and every slight, misfortune, snub, and pain is amplified, motivating the creature to tempt others into the same state.

Having no flesh to call its own, a demon is a shadowed, ephemeral horror able to possess others. A demon can cause great harm in a short time by forcing its host to lie, steal, and harm loved ones.

GM Intrusion: The character who attempts an exorcism of a possessed target is successful, but the demon moves directly from the former victim into the exorcist. The new host can make an Intellect-based roll to eject the demon, but only after the first round of possession.

Demon Lord 9 (27)

(Godforsaken, page 104)

Demon lords are mighty demons, commanding hundreds of lesser fiends and often ruling an entire hellscape dimension. No mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek to corrupt and enslave powerful mortals. Some are nearly as powerful as gods and are worshipped as such by cultists or evil creatures, claiming ownership of a concept like murder, rot, undeath, or seduction. A few are known to mate with mortals to produce cambion offspring.

GM Intrusions: The demon lord offers the character something so tempting (an artifact, immortality, and soon) that they lose their next action and must make an Intellect defense roll to resist trying to bargain for it.

The demon lord creates a portal and retreats to its own dimension; the portal remains open for one round.

Devil 4 (12)

(Cypher System Rulebook, page 323)

Devils are manifest evil. As "native fauna" of various tortuous nether realms, devils come in many forms, though most are iterations on a theme that includes a humanoid shape, large batwings, bestial faces, and twisting horns. Most stink of brimstone and sport tails that end in a fork. Devils fill the ranks of hellish armies, guard evil vaults, and appear at the magical summons of warlocks and sorcerers who are not afraid for the sanctity of their own souls.

GM Intrusion: A devil anticipates the character's melee attack and brings its wing down "just so" on the attacker's weapon. If the character fails a Speed defense roll, the weapon breaks. Either way, the attack fails to hit the devil.

Devolved 4 (12)

(The Stars are Fire, page 117)

Conglomerate security subsidiaries regularly experiment with new ways to create super-soldiers, either to supply to a government on a contract basis, or to use for themselves. These experiments produced hundreds of dead ends—literally—plus a few dangerous failures. The devolved are one of those dangerous failures. These malformed, hideous brutes share a common heritage but display a wide array of maladies and mutations in the flesh, including withered limbs or elephantine patches of thick, scaly skin, misplaced body parts, and mental abnormalities. Simple-minded and afflicted with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.

Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are shipped out to fight on faraway fronts, whether that's on a distant space station, moon, or in another star system entirely. Without their drugs, they may devolve.

GM Intrusion: The devolved detonates upon its death, inflicting 6 points of damage on everything in immediate range.

Divinity of the City 8 (24)

(It's Only Magic, page 99)

Divinities of the city are a pantheon of modern-era demigods who have a strong connection to some aspect of urban life. They get their powers from their connection to a modern element that's being worshipped. For example, the Divinity of Defacement gains power when someone creates graffiti or stares in wonder at a mural, while the Divinity of Urban Creatures grows stronger each time someone saves a turtle from a highway or shivers at coyotes' calls. Divinities look mostly humanoid, but their appearance has some tie to their connection. The Divinity of Defacement might wear graffiti-themed clothing, the Divinity of Urban Creatures might have a bear's head, and the Divinity of Architecture might have gargoyle wings.

Djinni 7 (21)

(Cypher System Rulebook, page 324)

Djinn inhabit unseen dimensions beyond the visible universe. Just like normal creatures, djinn are individuals, and they can be good, evil, or unconcerned about the fates and doings of others.

GM Intrusion: When the character is touched by a djinni, instead of taking damage, the character is turned to smoke and fire and sent whirling off in a random direction. They lose their next turn and return to normal almost 300 feet (90 m) from where they started.

Dragon 7 (21)

(Cypher System Rulebook, page 325)

Dragons are exceptionally territorial, vain, and greedy. Apex predators, dragons must eat large meals on a regular basis. They prefer virgins, though they will settle for whoever, or whatever—such as horses or wild pigs—is available in a pinch. They love games of all sorts, especially when they get to consume the loser. Drawn to wealth and magic, dragons accumulate hoards of golden treasure. A dragon's hoard is not only an end in itself, but part of a never-ending contest between dragons of a certain age to see which one can accumulate the largest trove.

GM Intrusion: The dragon breathes fire while the character is caught in its mouth, which automatically inflicts maximum fire damage on them.

Ecophagic Swarm 4 (12)

(The Stars are Fire, page 118)

Tiny nanomachines can be incredibly useful tools. But they can also become a terrible threat. Like cells in a living body that develop cancer, these out-of-control self-replicating robots can consume everything in their path while building more of themselves. A typical swarm is about 6 m (20 feet) in diameter, individually consisting of millions of individual minuscule machines. However, several swarms can act together, creating a much larger cloud of death with just one purpose: to eat and replicate. Able to move large distances by gliding through the air, cloud-like swarms take on intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly.

Ecophagic swarms sometimes build weird structures or artifacts in the wake of their feeding, like massive metallic ant or wasp mounds, or something without any reference at all in the natural world.

GM Intrusion: The character must succeed on a Speed defense roll or their armor (or other important piece of equipment) is taken by the swarm.

Elder Thing 8 (24)

(Stay Alive!, page 109)

Elder things are mostly extinct, but a few remain trapped in the Antarctic ice or rule over crumbling cities in deep trenches at the bottom of the ocean.

Beholding an elder thing bends the mind to the point of breaking. An elder thing has a great barrel-like body standing some 8 feet (2 m) tall. Knobby protrusions in the crown and base each unfold five appendages that recall the arms of a starfish. When agitated, an elder thing unfolds a pair of wings that help it flutter a limited distance.

Meddling by elder things created multicellular life that spread across Earth billions of years ago and ultimately brought about humanity. As the younger species grew in numbers and influence, the elder things went into decline, a process hastened by wars against strange beings from other worlds and uprisings by the servitor race they created, the shoggoths.

GM Intrusion: A character who sees an elder thing for the first time goes temporarily crazy on a failed Intellect defense roll. They might stand in place and gibber, run away, or laugh hysterically for a few rounds. If the character takes damage, they shake off the temporary madness.

Elemental 4 (12)+
Elementals by Level
Air Elemental 4 (12)

(Godforsaken, page 105)

Air elementals are capricious pieces of air with simple minds. They spontaneously appear in clouds and high mountains, and often resemble an area of mist or a cloudlike humanoid shape.

GM Intrusion: A violent blast of wind disarms a character and sends whatever they were holding up to a long distance away (depending on the object's size and weight).

Earth Elemental5 (15)

(Cypher System Rulebook, page 327)

An excavation, a meteor fall, a still-shuddering earthquake—all these events can summon an earth elemental to take shape and expand the destruction further.

GM Intrusion: A character within range of the earth elemental's earthquake attack must succeed on a Speed defense roll or be covered in an avalanche from a collapsing structure or cliff face.

Electricity Elemental4 (12)

(It's Only Magic, page 100)

Electricity elementals alternate between a feral-looking humanoid energy form and a near-spherical cloud of intensely glowing sparks. They spontaneously arise when supernatural events take place near high-voltage wires or electrical substations, and their high rate of speed often means they've traveled hundreds of miles before anyone realizes they appeared. Extremely mobile and curious, they inadvertently or deliberately cause harm wherever they go.

Fire Elemental 4 (12)

(Cypher System Rulebook, page 326)

Searing flame in a vaguely humanoid shape, a fire elemental exists only to burn that which is not already ash. They sometimes spin into being where great conflagrations burn.

GM Intrusion: A character hit by the fire elemental's attack catches on fire and takes 3 points of damage each round until they use an action patting, rolling, or smothering the flames.

Thorn Elemental 6 (18)

(Godforsaken, page 106)

The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies dangling from vines, dead of strangulation and poison. Thorn elementals take form in areas dense with woody growth under threat by hatchet, axe, saw, and, sometimes, human-caused climate disruptions.

Woody vine
level 4; Armor 1

GM Intrusion: A character within short range of a thorn elemental must make a successful Speed defense roll or be hauled into the air by a vine noose around their neck. They can try to cut the woody vine or attempt a Might task to break free before they strangle. Each round after the first in which they fail to break the noose, they move down one step on the damage track.

Water Elemental 4 (12)

(Godforsaken, page 107)

Water elementals are animate masses of water. When swimming, they are nearly indistinguishable from their surroundings, but when they have to move on dry land, they usually take the form of a curling wave, amorphous blob, or large puddle. They can spontaneously appear in locations with pristine salt or fresh water.

GM Intrusion: The force of the elemental's attack knocks over a character, sweeps them a short distance away, or both.

Enthraller 6 (18)

(Cypher System Rulebook, page 328)

Hundreds of thousands of years ago, enthraller ancestors psychically dominated a group of interstellar spacefarers who had the misfortune to land on the enthraller homeworld. Leapfrogging technological prowess by mentally commandeering the know-how of every new species they encountered using their stolen space vessel, the aliens fashioned the Enthraller Dominion, which stretches across vast swaths of space, cemented by the psychic control.

Individual enthrallers are scary, but enthraller overlords are even more powerful thanks to technological aids. These include cranial circlets that give a single enthraller governor the ability to dominate a small city, solar-system-sized ring relays that boost their control across interstellar distances, and more.

Recently, a newly contacted species of aliens developed the technological means to resist the mental influence of the enthrallers. Now war bubbles across the Enthraller Dominion. Sometimes individual enthrallers, stripped of their technological enhancements as a consequence of this war, flee into virgin space, looking for new soldiers to dominate.

GM Intrusion: The enthraller's intrusion into the character's mind stirs up forgotten memories. The character must deal with the contents of these memories and perhaps why they were repressed.

Erlking 6 (18)

(We Are All Mad Here, page 116)

This vaguely humanoid creature is an animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt. It wears a crown of oak leaves and a cloak of mist.

Its eyes are knotholes, and its hands are sharpened twigs. An erlking is a greedy spirit of hunger deemed Unseelie by the faerie nobility of that wild and wicked realm. Erlkings love to hunt and eat children, who are particularly susceptible to the promises and glamours that the creatures spin.

An erlking is a former noble stripped of title, lands, and even form, and exiled into the night for crimes unimaginable in their cruelty. An erlking's victims are found in the cold sunlight, pale and bloodless, with their vital organs nibbled out.

GM Intrusion: A character surprised by an erlking in the darkness must succeed on an Intellect defense task or lose their next action as they faint, run screaming, or stand paralyzed in terror.

Exoslime 6 (18)

(The Stars are Fire, page 119)

Amoeboid life predominates in some environments. Sometimes, it slimes asteroid crevices or its greasy residue is found on abandoned spacecraft. In a few cases, large portions of entire worlds are covered in living seas of translucent protoplasm. Individual volumes of exoslime are 5 m (15 foot) diameter moldlike blobs. Exoslimes possess independent minds, but in some settings may be manufactured entities designed to explore new locations, interact with aliens, or subjugate aliens. Exoslimes can learn to respect the autonomy of other creatures, though their natural instinct is to absorb novel objects and creatures they discover in order to learn about them. Exoslimes can also replicate anything they absorb, even a previously eaten living intelligent being.

GM Intrusion: The character escapes an exoslime attack, but a piece of quivering protoplasm remains stuck to their flesh, eating away at 1 point of Speed damage (ignores Armor) each round until the character succeeds on a Might roll as an action.

Faerie 3 (9)

(Godforsaken, page 109)(We Are All Mad Here, page 121)

In general, faeries (sometimes called fairies or fair folk) are humanoid in appearance, small in stature, and magical. They are associated with music, mirth, tricks, and taunts. Seeing one is an omen—hopefully, an omen of a silly song or the first appearance of an annoying new road companion (the very faerie sighted) flitting around, asking the questions of a curious four-year-old hyped up on sugar water and ice cream. Some faeries are tricksters, delighting in playing pranks and stealing clothing, equipment, or prized objects. And a few are malicious, luring travelers to their various dooms, making deadly deals, and forcing others into captivity.

Not all faeries have wings, but those that do find many ways to use them to their advantage.

GM Intrusions: A character accidentally does something to offend a helpful faerie, causing it to turn on them.

Another faerie appears, and if the character fails a Speed defense roll, it flies off with their weapon or another important possession.

Notes de l'Editeur — This creature listing combines two identically named creatures from Godforsaken and We Are All Mad Here.

Fallen Angel 5 (15)

(Cypher System Rulebook, page 329)

Angels are normally associated with virtue and service to higher moral beings. But just like people, sometimes angels are tempted into impure acts. Those who stray too far over the line may fall from higher realms and be forced to walk the Earth in penance. This experience drives most fallen angels insane.

Fallen angel abilities wax and wane according to the position of the sun. During the day, a fallen angel seems almost sane (and is less dangerous), but at night, it is volatile and threatening to everyone.

GM Intrusion: A fallen angel's successful attack causes the character's cypher to detonate (if a grenade) or otherwise activate in a less-than-ideal fashion.

Four Horsemen of the Apocalypse 6 (18)

(Rust and Redemption, page 99)

The Four Horsemen of the Apocalypse are Beast, Sword, Famine, and Plague.

Beast 6 (18)

(Rust and Redemption, page 99)

Beast (also called "Conquest") is present at mass shootings and acts of genocide. He is adroit at spreading misinformation and, prior to the apocalypse, was often seen on various "newstainment" shows and conspiracy theory websites, spreading lies under an alias. Then and now, he appears in a white suit, accessorized with white shades and gloves. His hair is white, too.

Sword 6 (18)

(Rust and Redemption, page 100)

Sword (also called "War") is never far from large-scale conflicts. She glories in battle and warfare, and before the world ended, she was a provocateur, a mercenary, a soldier, and sometimes a general. However, once a war is good and started, she prefers fighting over watching. Then and now, she dresses in red, preferring red military attire and a massive sword—or assault rifle—the color of blood.

Famine 6 (18)

(Rust and Redemption, page 100)

Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc shaped ends that can also be used as an improvised scale.

Plague 6 (18)

(Rust and Redemption, page 101)

Plague (often called "Death") is present wherever people die of disease or infirmity brought on by age. She prefers black and pale green evening wear, including long pale green gloves and often a grinning skull mask. When traveling, she drives a pale green hearse or motorcycle, or rides a horse the same sickly green color.

Fundamental Angel 5 (15)

(Stay Alive!, page 110)

Fundamental angels are mysterious holy beings that maintain and guard fundamental concepts of the universe, such as time, gravity, and energy. They have powers and agendas deriving from higher states of reality. They are strange, terrifying, and inconstant in form, unlike the relatively benign and comprehensible winged humanoids from religion and myth.

In the rare times when mortals interfere with these concepts, fundamental angels manifest in the world to set things right. They have intervened to destroy cataclysmic atomic weapons, power sources that skirt the rules of matter and energy, and life forms that betray the principles of creation.

For the purpose of vampire aversions, the angel's direct and area attacks count as religious power or sunlight, whichever is worse for the vampire.

GM Intrusion: A fundamental angel's successful attack also blinds its opponent, lasting until they make an Intellect defense roll (try once each round).

A fundamental angel makes a second attack this round against a target that is adjacent to its primary target.

Fusion Hound 3 (9)

(Cypher System Rulebook, page 330)

In radiation-scoured wastelands, either creatures adapt to the deadly energies of their environment, or they die. Fusion hounds are mutant canines able to absorb unbelievable amounts of radiation and thrive on it. They roam in packs, killing and devouring everything they come upon.

A fusion hound's entire head appears to be a blast of flame, and gouts of dangerous radiation flare from its body.

GM Intrusion: The hound flares with energy and the character must succeed on a Might defense task or go blind for ten minutes.

Gamma Worm 6 (18)

(Rust and Redemption, page 102)

Gamma worms hide their large forms by burrowing beneath the ground, and when they emerge on the surface, they cloak themselves behind psychic distortion fields. The only clue someone has that they're being stalked is a smell of cloves over the stale whiff of death. Unfortunately, if someone smells a gamma worm's distinctive odor, it's probably already too late.

Gamma worms might be the result of military research, radioactive mutation, or aliens or other strange intruders seeking to eradicate human life as part of their terraforming efforts to change Earth to their liking.

Gargoyle 4 (12)

(It's Only Magic, page 101)

Gargoyles are stone beings of many shapes and sizes that often start their lives as inanimate decor. However, few stay that way forever. Most alternate between dormancy and animated life during the course of their long existence.

Although their original purpose was to guard places, they are excellent at guarding almost anything, including other living beings. They can become deeply attached to these places and people, and their loyalty also makes them solid friends, companions, and even familiars.

Gargoyles may look like frogs, bunnies, demons, dragons, or any other creature real or imagined. They often (but not always) have wings.

Gargoyle Names: All gargoyles have a name, even those that may not have left their dormancy for the first time. However, few will tell someone their real name, as they have a healthy fear of that knowledge being used for ill. Instead, they offer up a nickname, usually something similar, at least until they learn to trust someone fully.

Ghost 4 (12)

(Cypher System Rulebook, page 331)

Sounds with no apparent origin, such as the tap of footsteps on the stair, knocking behind the walls, crying from empty rooms, and haunting music, might be signs of a ghost. If the sound is accompanied by a sudden temperature drop and the breath of living creatures begins to steam, it's a certainty.

Ghosts are the spectral remnants of humans, which persist either as fragments of memory or as full-fledged spirits. Though their appearance varies between individuals, many appear somewhat translucent, washed out, or physically warped from their time spent as a phantom.

GM Intrusion: The character must succeed on an Intellect defense roll or be possessed by the ghost until they succeed on an Intellect-based task to push it out. While possessed, the character acts just like the ghost did when it was alive.

Ghoul 4 (12)

(Cypher System Rulebook, page 332)

Ghouls spend almost as much time beneath the ground as corpses do, but ghouls are very much alive. Their bodies are hairless and so porcelain-smooth that their faces are sometimes mistaken for masks, albeit gore-smeared masks. Ghouls come to the surface at night to gather humanoid remains or steal those recently interred from their graves, though many prefer to eat from still-living victims.

Most ghouls are orgiastic eaters of human flesh, but a rare few ghoul populations are more refined. These wear clothes, have language and sophisticated customs, live in grand subterranean cities of their own design, and fight with milk-white blades of bone. These civilized ghouls claim to hold dominion over the remains of all humans, according to ancient custom, even if they only sometimes assert that privilege. They eat the dead in order to absorb residual memories left in the corpses.

GM Intrusion: The ghoul spits in the character's eye, directly introducing the paralytic into the victim's bloodstream. The victim's Might defense roll to avoid becoming paralyzed is hindered.

Giant 7 (21)

(Cypher System Rulebook, page 333)

Violent storms, earthquakes, typhoons, and other natural disasters draw giants. Standing 20 to 30 feet (6 to 9 m) tall, giants delight in rampaging through the middle of such calamities, creating even more destruction. Some giants grow so powerful that they can trigger natural disasters on their own.

GM Intrusion: The giant's blow sprains one of the character's limbs, making it useless for ten minutes.

Giant Rat 3 (9)

(Cypher System Rulebook, page 334)

Giant rats are as large as big attack dogs, just as vicious, and more wily. Some giant rats are the lone matriarchs of a pack of ordinary level 1 rats, and others are just one of several making up a colony of oversized rodents. Like their smaller cousins, giant rats are known for harboring virulent disease.

GM Intrusion: A swarm of twelve ordinary rats—each level 1, but acting like a level 3 swarm—is summoned by the high-pitched squeaking of a giant rat.

Giant Snake 4 (12)

(Cypher System Rulebook, page 334)

Those about to stumble into the presence of a giant snake at least 50 feet (15 m) long are warned by the skin it shed and discarded and by the cracked, slippery bones of digested victims.

GM Intrusion: The snake's venom affects the character more strongly. Instead of merely inflicting Speed damage, it also paralyzes the character for one minute, though after a couple of rounds, the victim can make another Might defense roll to throw off the effects of the poison early.

Giant Spider 3 (9)

(Cypher System Rulebook, page 335)

Giant spiders result most commonly from radioactive accidents, magic, or genetic manipulation. Whatever their origin, they're terrifying hunters large enough to predate people. The creatures range from the size of a large dog to the size of a large horse.

GM Intrusion: Giant spider eggs hatch, and a level 3 swarm of tiny spiders attacks the character.

Glowing Roach 2 (6)

(Rust and Redemption, page 103)

Radiation born mutant roaches are terrible individually, but absolutely horrible in swarms. Many times the size of roaches in the before times, these firefly like creatures prefer dark areas, such as ruined subways and abandoned basements.

Some swarms are rumored to have an insidious group intelligence, one that is utterly inimical to humankind.

Monstrous glowing roach
level 5; Speed defense as level 4; Armor 2; mandible attack inflicts 7 damage and results in a check on the Glowing Roach Effects table
Glowing Roach Effects
d6Effect
1Head wound: Intellect defense tasks hindered
2Wounded leg: Speed defense tasks hindered
3Gut wound: Might defense tasks hindered
4Spit in eye: Perception tasks hindered
5Limb numb: Physical tasks hindered
6Lingering radioactive effect: Refer to Radiation in the Real World and possibly Incredible Mutations if your game has such fantastic elements.
Godmind 10 (30)

(The Stars are Fire, page 120)

Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of existence light-years across. When necessary, a godmind forms a nexus of consciousness—an instance—appearing as a disembodied eye of electromagnetic energy, ranging from about the size of a human eye all the way up to the size of a planet.

GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise inconvenienced it.

Golem 6 (18)

(Cypher System Rulebook, page 336)

Animate creatures of stone created by magic for a specific purpose, golems usually serve as guardians. However, they may also serve as soldiers, couriers, and banner-bearers. Golems that have accomplished their task may spend years without moving, like statuary posed in unexpected places—stained, eroded, and forlorn. But if disturbed, a golem rumbles back to movement and attempts to restart the last task assigned to it by its maker.

GM Intrusion: The character hit by the golem is also grabbed and headbutted for 6 additional points of damage. The victim must break or slip free, or else they remain in the golem's grip.

Gorgon 5 (15)

(Godforsaken, page 110)

Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers. The statues, ranging in size from birds to warriors astride steeds, all depict creatures in states of fright and pain, the final image of death. These pieces are not the work of a fevered mind, but the fates of those who braved a gorgon's lair. Gorgons were humans once. After they offended the gods with their vanity, they were transformed into hideous monsters. A gorgon has the upper body of a human of perfect form and physique, but the lower body of a giant serpent, complete with rattling tail. One who dares look at a gorgon's face can see traces of the old beauty beneath a weary veneer, darkened by hatred. Instead of hair, serpents crown a gorgon's head, snapping and hissing at anyone who draws near. Yet the most terrible aspect of a gorgon is its gaze, which can turn any creature to stone.

GM Intrusion: A character glimpses a gorgon's eyes, and a sheen of stone covers their body for one minute, during which time they gain +1 to Armor but can't move farther than an immediate distance in one round.

Harpy 3 (9)

(Godforsaken, page 112)

A harpy is a hideous, filthy creature with the body of a large vulture and the neck and head of an ugly human. Their breath reeks of decay, their wings and talons drip with an unpleasant oil, and their eyes shed acrid tears. They love to torment people and lure them to their deaths.

GM Intrusion: A harpy snatches something a character is wearing or carrying on a failed Speed defense roll. The harpy throws away or flees with the stolen item

Haunted Car 5 (15)

(It's Only Magic, page 102)

Whether you call them haunted, possessed, misenchanted, cursed, or just plain evil, some cars develop a hateful will, the ability to drive themselves, and a love for the smell of blood on asphalt.

A haunted car makes a bond with a chosen driver—usually someone with a similarly evil nature, or a meek person the car can influence and control. Over time, the driver might physically transform due to the car's influence, becoming more attractive, confident, and cruel. The car is jealous of anyone interested in its chosen driver, either pushing the driver to turn them away or hunting them down on its own.

A haunted car has an empathic connection with its chosen driver, conveying simple emotions and desires when within short range. It otherwise is limited to whatever it can play on its radio, using snippets of songs (typically from the era it was made) as threats or taunts toward its next victims.

A haunted car lets itself be driven by its chosen driver, but it is capable of driving itself with great skill and can operate any moveable part of itself (doors, locks, trunk, and so on).

Chosen driver
level 2, social interaction as level 1, driving and repairs as level 3

A chosen driver trained or indoctrinated by a haunted car might develop abilities similar to the Drives Like a Maniac focus or, if they can use magic, the Est un Magicien des Voitures focus.

Hell Mary 5 (15)

(It's Only Magic, page 103)

Say her name thirteen times, but only if you dare. Over the ages, Hell Mary has been rumored to be a ghost, a witch, a demon, and a hoax, and perhaps she has been all of these over time. But now she is none of these and more—over the years of worship and wonder and whispers, she has morphed into something far greater than the sum of her parts.

Now she is a demon, built of blood and bone and sustained purely by revenge.

Those who wish to call her merely need say her name thirteen times while looking into a mirror (or just three times if the mirror has magic of any kind to it). Those who seek revenge may call upon her for aid, but only if she deems their need worthy. Those who call her on a whim or a dare will shortly find themselves in dire straits.

In the mirror, she looks at first like a glare of light, then as a skeleton or dead body, then as a woman with the face of a nightmare—empty eye sockets and a single bloodshot eye in her forehead. Her mouth is full of sharpened teeth, and the claws of her hands are curled and silver tipped. Her skin and dress are so coated in blood it's impossible to tell where they end and she begins. As she starts to crawl from the mirror, she moves faster and faster until she pulls herself fully free as a corporeal being. Typically, Hell Mary will not attack creatures that she deems as innocent or unworthy of revenge, unless they provoke her in some way.

Hivemind Child 2 (6)

(Stay Alive!, page 111)

A hivemind family is a scouting expedition of part-alien creatures sent to study and infiltrate human society, either out of scientific curiosity or as a long-term plan for world domination or human extinction. Some entities might intercept human astronauts, reprogramming their DNA or attaching a parasite to their mind or soul. Others might send a machine to an isolated community, remotely impregnating some of the inhabitants to gestate and give birth at the same time. The end result is a group of hivemind children who have a psychic link, unusual powers, and loyalty to their inhuman creators.

Hivemind children often have a very similar appearance even if they have different parents—they might all have pale blond hair, unusually wide-set eyes, six fingers on one hand, or an odd posture. They eerily match each other's expressions and movements. They think and speak as children years older than they appear. Their emotional responses are muted to an almost sociopathic extent.

Depending on their origin, the weird children may be mentored or protected by an altered adult, or by human parents in denial about the monsters they care for.

GM Intrusion: A group of hivemind children briefly manifest a teleportation or telekinesis ability at the same level as their mind control.

The injury or death of one hivemind child angers the rest, increasing their level and damage by +2 for one round.

Hollow Knight 4 (12)

(Godforsaken, page 113)

In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights. These animated suits of armor move just like living people, and many who encounter these dread revenants mistake them for living foes only to realize in horror that there's nothing inside except for the memory of the warrior that once donned the suit. Brought into being by binding the spirit of a dead warrior to its panoply, hollow knights behave in much the same way they did in life—disciplined, loyal, and battle ready. Clad head to toe in full plate armor, with battered shields strapped to their arms and rusty swords gripped in lobster gauntlets, the knights stand ready to face any foe, heedless of the danger, driven to serve the necromancer that made them. Hollow knights might ride on the backs of skeletal steeds and wield lances.

Skeletal steed
level 4

GM Intrusion: When a hollow knight is destroyed, a gauntlet flies up, grabs a character, and won't let go. A difficulty 7 Might task is required to pry it loose

Hooked Blossom 2 (6)

(Rust and Redemption, page 104)

Hooked blossoms germinate almost like regular plants but can root even on constructed surfaces, including cement and sometimes metal. Rooted juveniles display pinkish flowers—which some equate to the color of an open wound—that give off an alluring perfume.

If they mature, they uproot themselves, revealing an ambulatory body plated in a dull grey metallic hide and limbs that end in a single hook like digit.

Both forms are dangerous. The most common variety of rooted blossoms work in small groups to cook prey with focused beams of microwave energy. Ambulatory versions are about the size of large domestic cats. They use their sharp limbs to hook themselves into a target, then use their flowers to cook their prey or, alternatively, put them to sleep for later consumption.

Juvenile, rooted blossom: level 1; Armor 1; a group of five flowers attacks with a level 3 microwave ray inflicting 3 ambient damage

Hungry Haze 4 (12)

(The Stars are Fire, page 121)

Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly advance when they sense prey, taking on a "hungry" orange-red hue as they cling to the bodies of whatever they attempt to feed on next.

Victims being fed upon by a hungry haze sometimes hallucinate, seeing a physically manifest monster instead of formless vapor.

GM Intrusion: The character's Armor rating is reduced by 1; the hungry haze apparently can eat more than just flesh.

Hydra 7 (21)

(Godforsaken, page 114)

This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over 20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast's most discomfiting feature is its magical ability to sprout new heads when it's wounded. Some hydras dwell on land, others in water. Most seem to have been set as guardians of important places by higher powers, which is probably why they're so difficult to kill.

GM Intrusion: The character reacts poorly to the poison in the air or a bite and goes into helpless convulsions for one round if they fail a Might defense task.

Ichthysians 5 (15)

(Stay Alive!, page 112)

Ichthysians are thought to be aquatic evolutionary offshoots of hominids or the result of experiments trying to fuse human and amphibian or fish DNA. They are physically similar to humans standing fully upright, with webbed hands, claws, froglike or fishlike features, gills, and strong muscles from a lifetime of swimming. They live in the water but are comfortable with extended forays onto land. Their intelligence is between that of a smart animal and a human; they can use simple tools such as rocks and sticks, and may build dams to modify waterways in their territory.

Some ichthysians are reputed to have the ability to heal others, and local villages may worship these beings as gods.

GM Intrusions: A slain ichthysian suddenly regenerates 5 health and immediately attacks or tries to flee.

The ichthysian suddenly mutates in response to an attack, thereafter gaining +2 Armor or +2 levels in defense against that type of attack.

Infovore 3 (9)

(The Stars are Fire, page 122)

Entities of information with an affinity for technology, infovores are nothing but stored information without a bit of mechanism to inhabit. But once one gains control of a device, computer system, or other powered item, it self-assembles over the course of a few rounds, becoming stronger and more dangerous as each second passes. Luckily, an infovore seems unable to hold this form for long, and whether defeated or not, it eventually falls back into so much scattered junk. But in one of those objects, the core of the infovore remains, waiting to come into close enough proximity to another fresh mechanism to begin the rebirth process again.

Infovores have also been called ghost fabricators and aterics.

GM Intrusion: The character must succeed on a Speed defense task or lose a powered piece of equipment (an artifact) or a manifest cypher as it's pulled into the self-assembling infovore. The infovore gains an additional attack each round.

Inquisitor 4 (12)

(The Stars are Fire, page 123)

Inquisitors are aliens who call themselves "inquisitors" when they contact new species. Their preferred method of interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any intelligent species they find (such as humans). Collected subjects may be gone for good, but other times they wake with little or no recollection of the experience save for bruises, missing digits or teeth, scabbed-over circular head wounds, and a gap of three or more days in their memory. Instead of arms, inquisitors sprout three sets of three tentacles like those of a squid, each of which branches into a smaller and finer set of manipulator tendrils. They can manipulate complex machines in a way that a regular human could never hope to. In most settings, inquisitors possess a level of technology and advancement well above that enjoyed by humans.

GM Intrusion: The character (or characters) wake after a long rest, only to realize that more than ten hours have passed. They all have strange marks and wounds, but no one remembers why. One character—an NPC or follower—might even be missing.

Internet D@emon 3 (9)

(It's Only Magic, page 104)

Weird apps and viruses are a frequent problem on internet-enabled devices, even more so when magic is brought into the mix. Internet d@emons are semi-sentient bits of code that live in computers and smart devices. Initially created to be harmless or even helpful (fulfilling a simple purpose such as converting files, refining data searches, or anonymizing an IP address), they've become aggressive and malicious, either deliberately created to cause harm or bucking the constraints of their original code to evolve and multiply. Unsuspecting sorcerers might grab a magical app that promises quicker access to difficult spells or insight on the next big crypto drop, accidentally infecting their devices with a dangerous techno-magical creature.

Most magicians draw the attention of an internet d@emon by using malware cypher apps like EasyMagic.

Internet d@emons have grown beyond their original programming and function like creatures rather than simple software— essentially, they're a sort of magical limited artificial intelligence. They're immune to abilities that only affect non-sentient programs.

Some magicians have tried partnering with a d@emon, allowing it to feed on their magic in exchange for a daily magic-enhancing cypher, but the d@emon's hunger usually grows too strong for it to resist taking more magic than the character planned for.

Kaiju 10 (30)

(Cypher System Rulebook, page 338)

Kaiju come in a variety of shapes, but all share one difficult-to-ignore quality: mind-blowing size. Appearances of these colossal creatures are rare events that usually don't last for more than a few days. In that sense, they're akin to hundred-year storms and at least as destructive. When they emerge, they're attracted by artificial structures, the more densely situated and elaborate the better, which they set to smashing with a vengeance. It's hard to judge the size of things so far outside normal scale, but good estimates put most kaiju at over 300 feet (90 m) in height.

Kaiju rely primarily on their strength and mass, but many have some additional trick or ability that sets them apart from their kin, which usually translates into even more devastation.

The other quality all kaiju share is the talent of hiding after a rampage by diving into a nearby sea or burrowing deep into the earth. Sometimes the same kaiju will appear again days, months, years, or decades later, attacking the same location or someplace entirely new.

GM Intrusion: The character gains the direct attention of the kaiju. If the kaiju attacks the character, They are awarded 5 XP, only 1 of which they have to give to a friend.

Kelpie 6 (18)

(We Are All Mad Here, page 130)

A sinister aquatic creature that takes the shape of a grey horse or white pony, the kelpie lures unsuspecting passersby and attempts to drown them in a nearby body of water.

Some kelpies look just like horses. Others look as if they're created from elements of the swamp—maybe its tail is algae, its mane cattails, its eyes glowing pebbles or miniature moons. Maybe eels and snails and other creatures are its teeth or tongue. One thing about kelpies is always true: their manes are always dripping and their hooves are always inverted.

If someone knows a kelpie's name and says it aloud, the kelpie loses all its power over that person and retreats to the depths of the water.

GM Intrusion: While dealing with something else, the characters come upon a kelpie in the process of drowning someone.

Killer Clown 5 (15)

(Cypher System Rulebook, page 339)

A clown—whether it's a doll or what seems to be a person wearing clown makeup—could be entirely benign. But if you see one sitting alone in a dark room, lying under your bed, or gazing up at you through the sewer grate in the street, it might be a killer clown. Killer clowns might be evil spirits possessing someone or an insane person living out a homicidal fantasy. Either way, they're as dangerous as anything you'll ever likely meet. If you see a clown, run. Because it might be a killer.

GM Intrusion: The clown snatches a weapon, cypher, or other object from the character's hand as a level 6 attack, and if successful, immediately uses it on the character.

Killer Clown Tricks
d6Clown Trick
1Reveal a secret that one character is keeping from one or more of their allies.
2Poke target in the eyes as a level 6 attack, blinding target for one minute.
3Activate a trapdoor beneath victim that drops them 20 feet (6 m) into a cellar or basement.
4Disappear into secret door or hatch and reappear somewhere hidden within short range.
5Jab target in the throat as a level 6 attack; resulting coughing fit causes target to lose next action.
6Down an elixir or energy drink that heals the killer clown of all damage sustained.
Killing White Light 5 (15)

(Cypher System Rulebook, page 340)

A killing white light isn't a subtle hunter. At a distance, the creature is an eye-watering point of brilliance. When it closes in, it is nothing less than blinding, though its emanation isn't warm. Despite the blazing intensity, a killing white light is as cold as starlight on a December night, sapping heat and life from living things caught in its radiance.

By day, a killing white light is usually inactive. During this period, the creature hibernates in darkened areas, as if unwilling or unable to compete against the sun.

GM Intrusion: Normally resistant to interaction, a killing white light uses its blazing nimbus to burn an alien glyph of uncertain meaning in the character's flesh before the creature fades like a light bulb switched off.

Lich 8 (24)

(Godforsaken, page 117)

A lich is a powerful wizard or priest who has used their knowledge of necromancy to bind their soul in a magical object called a phylactery, making them immortal and undead unless their soul object is found and destroyed. Having corrupted its own life energy in an obscene ritual, a lich can pursue its other magical goals, usually the acquisition of more wealth, magic, and power. A newly made lich may look like a recent corpse, but maintaining its physical vessel becomes less of a priority as the centuries pass, so over time they tend to look withered or even skeletal. Liches often work with or command other undead, such as wraiths, skeletons, vampires, and zombies.

GM Intrusions: The lich casts a spell in addition to taking other actions on its turn. The lich uses a cypher, spell, or other ability to nullify an attack that otherwise would have affected it.

Malware, Fatal 4 (12)

(The Stars are Fire, page 124)

This purely malefic program has aggressive machine learning capabilities, allowing it to accomplish truly innovative and nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but corruption and lightning-quick electronic evolution has turned it into something that exists purely to infect orderly electronic systems, spacecraft, space stations, smart weapons, and anything else with an operating system. Infected objects turn against living people. An instance often has the form of the system it's infected, but occasionally fatal malware physically manifests as a metallic "cancer" of wires and self-assembling circuits hanging like a tumor across a server room, shipmind core, or data center, having perverted the original machine's self-repair functions. Sometimes 4d printers are also compromised.

GM Intrusion: The fatal malware divides into a second instance and attempts to override and control another piece of equipment carried by the character, especially a character with cybernetic implants.

Manticore 6 (18)

(Godforsaken, page 118)

A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion's tail. The head is bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple barbs, and the creature can flick its tail to hurl these barbs at its prey. Manticores eat all of their prey, including the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting.

GM Intrusion: The manticore attacks with its bite, then spins around to lash its opponent with its barbed tail.

Mechanical Soldier 4 (12)

(Cypher System Rulebook, page 341)

Clockwork automatons powered by steam, these mechanical men patrol about and guard locations of importance to their makers. Lanky and awkward in their movements, these quasi-humanoid automatons stand almost 8 feet (2 m) tall. In their three-fingered hands, they wield a variety of weapons.

A few people have wondered if a gear-driven soldier could ever truly attain sentience. Most scoff at the suggestion, but is that a gleam in the glass lens of its eye?

GM Intrusion: The destroyed soldier explodes in a gout of flame, black smoke, and steam, inflicting 6 points of damage to all within immediate range.

Melted 4 (12)

(Rust and Redemption, page 105)

Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather, not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy supercollider. Dozens of different but parallel timelines smashed into each other. The few survivors were fused beings composed of many different alternate versions of the same person, each still "radioactive" with latent transdimensional energy.

Transdimensional Energy Enhancement
d6Effect
1Enhanced strength: Attacks inflict 6 points of damage (instead of 4)
2Healing factor: Regains 2 health each round
3Bite: In addition to their claw attacks, makes a bit attack each round that inflicts 6 points of damage
4Gravitic repulsion: Flies a long distance each round
5Dimensional instability: Teleports up to a long distance before or after each attack
6Transdimensional blast: About once each hour, emits transdimensional energy filling an adjacent short area; all creatures in the area take 6 points of ambient damage on a failed Might defense roll, as parts of them temporarily fuse with other affect creatures, or creatures in alternate dimensions
Mi-go 5 (15)

(Cypher System Rulebook, page 342)

These extraterrestrial creatures are known as the Fungi from Yuggoth or the Abominable Ones. They are a bizarre amalgam of insect and fungal entity, with many limbs and wings that can carry them aloft. They sometimes enslave humans to work for them in strange factories, mines, or other labor-intensive capacities.

GM Intrusion: Fungal spores from the mi-go's body overcome the character, who must succeed at a Might defense roll or lose their next turn. The character faces this risk each round they are within immediate distance of the creature.

Minotaur 4 (12)

(Godforsaken, page 120)

Minotaurs are aggressive bull-humanoids who enjoy human flesh. Some legends say the first minotaur was the result of a curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care little about history or their origin, preferring to hunt for meat and spar with each other for dominance and trophies. Minotaurs live in small tribes of up to a dozen adults. Solitary minotaurs are exiles, last survivors of their tribe, or younger individuals claiming their own territory.

GM Intrusions: A minotaur smashes a nearby wall, causing part of the ceiling to collapse on one or more characters, inflicting 6 points of damage and trapping them until they can escape from the rubble. A minotaur grabs a character, who can resist with a Might or Speed defense roll; if they fail, the minotaur takes them up to a short distance away and disappears (behind an obstacle, into a maze, or in some other hiding spot).

Minotaur, the 7 (21)

(We Are All Mad Here, page 117)

The most famous minotaur is the Minotaur, the singular beast from which all lesser minotaur myths descend. The product of a god-cursed union between human and bull, the Minotaur is monstrous, and only the flesh of people can nourish it. It is usually lost in a labyrinth created to contain it. But it occasionally gets free to hunt the wider world before the labyrinth pulls it back. Some demigods claim to have slain the Minotaur, but the Minotaur always returns.

GM Intrusion: The Minotaur smashes into the wall, causing a section of the tunnel or hallway to collapse on the character(s), inflicting 10 points of damage and trapping them until they can escape the rubble

Mock Organism 3 (9)

(The Stars are Fire, page 125)

Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the gamut from disappointing to dangerous. If an artificial entity starts out benign, it's difficult to know if a hidden or slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesn't know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and destroyed? That's the eternal question and one that's usually answered by those most afraid of potential dangers that might accompany the creation of something no one intended.

GM Intrusion: The character hit by the mock organism's melee attack doesn't take normal damage. Instead, the mock organism drops onto the character. The PC is pinned until they can succeed on a difficulty 6 Might-based task to escape. While pinned, the creation whispers mad utterances into the target's ear.

Mokuren 3 (9)

(Cypher System Rulebook, page 343)

Mokuren are usually no larger than a cat, but they possess the ability to swell until they're the size of a bus (if only briefly). That ability, combined with their flashy pyrokinetic tails, make these creatures a particular favorite with children, at least in stories and picture books. Given that mokuren can "burrow" into paintings and other two-dimensional art, it's possible that some mokuren images are more than simple representations.

GM Intrusion: The character hit by the mokuren doesn't take damage. Instead, they must succeed on a Might defense roll or be pulled into the nearest wall, floor, or book with the creature, becoming a two-dimensional image. In this state, the victim is in stasis until the mokuren pulls them free, another creature "pries" them loose, or a day passes and the effect ends naturally.

Mummy 6 (18)

(Stay Alive!, page 113)

Mummies are intelligent undead, usually royalty or members of the priesthood, risen from their burial places to destroy those who disturbed their rest. Many seek to undo wrongs against them from ages past or re-establish themselves in their former high stations.

Lesser mummy: level 3, climb and stealth as level 4; health 12; Armor 1

Swarm of bugs: level 3

GM Intrusions: A dying mummy speaks a curse upon those who killed it, hindering all their actions by two steps (forever, or until cured).

What was overlooked as a fake or a prop turns out to be an actual mummy and attacks a character.

Nightgaunt 3 (9)

(Stay Alive!, page 114)

A nightgaunt's hands and feet have no opposable digits. All its fingers and toes can grasp with firm but unpleasant boneless strength. Hungry nightgaunts swoop out of the night, grab prey, and fly off into darkness. The creatures sometimes "work" for other agencies, though often enough, their goals are obscure.

GM Intrusion: The character is startled by the nightgaunt and suffers the risk of temporary dementia. On a failed Intellect defense roll, the character shrieks and faints (or, at the GM's option, babbles, drools, laughs, and so on). The character can attempt a new Intellect defense roll each round to return to normal.

Nuppeppo 2 (6)

(Cypher System Rulebook, page 435)

Nuppeppos are animated lumps of human flesh that walk on vaguely defined limbs. They smell of decay and death. They're spotted in graveyards, battlefields, coroner's offices, and other places where the dead are kept or interred. When witnessed in other places, nuppeppos seem to wander streets aimlessly, sometimes alone, sometimes in groups, and sometimes following a living person who'd rather be left alone.

Information about these creatures is scarce. They might be the unintended consequence of a reanimation attempt, one that's able to catalyze its animation in similarly dead tissue to form more nuppeppos. On the other hand, they could be particularly gruesome spirits of the dead.

A nuppeppo sometimes follows a living individual around like a silent, smelly pet that shows no affection. No one knows why.

If a nuppeppo begins to follow a character, interaction tasks by that character and their allies are hindered. Most other creatures are put off by a lump of animate human flesh hanging around nearby.

GM Intrusion: The character who allowed the nuppeppo to follow them around like a pet (or who has been unable to prevent it) wakes to find that the creature has settled upon them in the night and is using its touch-decay abilities to feed. In fact, the character might already be incapacitated by the time they wake.

Omworwar 10 (30)

(The Stars are Fire, page 127)

Among the many stories passed down the space lanes, a few stand out for their grandiosity. Take the tales of omworwar sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL travel. Scientists speculate that these creatures, if actually real, might very well be extant instances of ancient ultras, not extinct as everyone believes, or at least not completely. In almost every case so far recorded, omworwars have little interest in human spacecraft. (They're called omworwar after the sound disrupted communication devices make in their presence.) Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny galaxy all their own.

Wharn interceptors have been seen accompanying single omworwars, indicating an association, and is why some people refer to these beings as wharn cogitators.

GM Intrusion: The character discovers that one of their manifest cyphers has formed a tiny eye, but an eye that seems to contain a galaxy. (The cypher becomes useless for its original function, but might be used to summon or interact with an omworwar.)

Photonomorphs 6 (18)

(The Stars are Fire, page 128)

Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures. Sometimes, photonomorphs are enforcers created by much more powerful beings; other times they are the result of some person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own glowing bodies, which they can change with only a little effort. This variability of form, coupled with their vast power, may be why many seem slightly mad.

Servitor: level 4; flies a long distance each round

GM Intrusion: The photonomorph uses its ability to create a hard-light object or effect that is perfect for aiding it for the situation at hand.

Pollution Goblin 2 (6)

(It's Only Magic, page 105)

Pollution goblins are strange child-sized creatures that arise in environments where pollution or toxic waste is common. Their green skin is covered in scabs and pustules, except where it looks melted by acid, and their eyes have a wicked green glow that's faintly visible in the dark. They don't seem to have much of a culture or society, roaming around polluted areas like scavenging insects. They often ignore each other's presence and never attack each other, but they immediately unite against a common foe if any of them are threatened. A pollution goblin's semi-liquefied body can slide up or down any firm surface, allowing them to climb anywhere with ease. Pollution goblins have bones and internal organs, but they're oddly shaped and don't match those of any known creature. Because of this, and how they quickly melt away if killed, they might actually be artificial beings like homunculi, or inanimate matter given life like an elemental. They seem to arise spontaneously in locations where pollution reaches a threshold, and they don't reproduce in the normal biological sense. Pollution goblins are stupid and easily tricked, but it doesn't take long for them to realize they've been deceived, and they always make sure to punish someone who fools them.

Puppet Tree 6 (18)

(Cypher System Rulebook, page 349)

A puppet tree is a 25-foot (8 m) tall, spiky, orange and blue tree surrounded by a large area of red reeds that tremble and wave enticingly even when no wind is present. Humanoid figures are often gathered around it, but these rotted, overgrown corpses are the tree's victims, dead but serving as fleshy puppets to the tree's will.

Victims drained of knowledge and life are used as lures to draw in yet more victims, at least until the bodies rot away. When not used as lures, the corpse puppets are sent to scout nearby areas.

Corpse puppet: level 2; struck targets must also succeed on a Might defense task or be grabbed until they can escape; all tasks attempted by the grabbed target are hindered; free-roaming puppets remain animate for one day

GM Intrusion: Two corpse puppets, unseen in the red reeds, rise and seize a character in an attempt to hold them still for a crystal spike attack. The character must make a difficulty 4 Speed or Might task to shake free.

Radioactive Bear 7 (21)

(Rust and Redemption, page 106)

Exposure to radiation and other mutagens—or possibly the malign design of some before times military lab or inscrutable AI instance—transformed an already large and aggressive bear into something truly horrific. Standing well over 20 feet (6 m) tall, radioactive bears are drawn to radioactive areas, which empower and sustain them, though not completely. Which is why sometimes they head into uncontaminated areas to hunt large game. They especially prefer people.

Ravage Bear 4 (12)

(Cypher System Rulebook, page 350)

A ravage bear is a hideous predator that hunts entirely by sense of smell. It is blind and nearly deaf, but it still tracks and senses prey easily. It is very protective of its young, and if hungry, it is extremely dangerous. Otherwise, it gives most creatures a wide berth.

GM Intrusion: In its rage, the ravage bear makes an extra attack that does 2 additional points of damage.

Reanimated 6 (18)

(Stay Alive!, page 115)

A reanimated is a humanoid creature patched together from corpses (or crafted directly from muscle, nerves, and sinew), then returned to life through a hard-to-duplicate series of electromagnetic induction events. Though made of flesh, a reanimated's return to consciousness and mobility is marked by a substantial increase in hardiness, resistance to injury, and longevity. On the other hand, the process usually obliterates whatever mind was once encoded in the donor's brain, giving rise to a creature of monstrous rage and childlike credulity. Sometimes the reanimated is bound to its creator in service, but such ties are fragile and could be snapped by an ill-timed fit of fury.

GM Intrusion: The character's attack bounces harmlessly off the stitched, hardened flesh of the reanimated.

Redivus 4 (12)

(The Stars are Fire, page 130)

Redivi spend most of their lives—uncounted millennia—hurtling through space. Most never encounter anything, but some few impact other worlds, are captured by alien spacecraft, or otherwise intercepted. Their traveling form resembles rocky space rubble the size of a small spacecraft—until they unfurl glowing magnetic plasma wings, revealing themselves as strange creatures of living mineral. Redivi can interact with almost any electronic system and manipulate electromagnetic fields. Redivi are searchers, all sent forth by the Great Mother, billions upon billions of them (they say), looking for the seed of the next great cosmic expansion. Thus, most redivi are consumed with finding out more, finding other redivi, and eventually, finding their "universal seed."

GM Intrusion: The character's metal-containing equipment is stripped away, then used as ammunition against that PC or an ally.

Sapient Tree 3 (9)

(Godforsaken, page 124)

Guardians of the wood, sapient trees stand eternally vigilant, often on the outskirts of their grove or forest to keep out those who might seek to do them—or other, ordinary trees—harm. They look like normal trees until they reveal their true nature, with limb-like branches and faces in the bark of their trunk. They don't always move, but with effort, they can uproot themselves and walk about. However, they usually do so only when no one is looking. The origin and temperament of sapient trees varies; they might be haunted trees possessed by spirits, trees animated by magic spells, or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel.

GM Intrusion: The tree grabs the character and holds them fast, shaking them. They take 4 points of damage each round and can do nothing but attempt to escape (the task is hindered by two steps because of the shaking).

Sentinel Tree 3 (9)

(The Stars are Fire, page 131)

Depending on the sci-fi setting, sentinel trees are mutated trees that grow near radioactive craters dimpling the landscape, alien plant-life that evolved in a different biosphere (or dimension), or the result of intensive gene-tailoring, possibly of the illegal sort. Regardless of their provenance, sentinel trees resemble thorny masses of knotted vines. Razor-sharp glass-like leaves flex like claws, and vibrating pods glisten, ready to detonate if thrown. If cultivated, they may take on a shape designed to further frighten—or at least warn away—those who see one. Sentinel trees are mobile, aggressive, and feed on almost any sort of organic matter. Once it brings down prey, it sinks barbed roots in the body for feeding and decomposition.

GM Intrusion: The character caught in the detonation is blinded with tiny black seeds until they use a recovery roll to remove the condition. (The recovery use doesn't return points to a Pool.)

Shadow 1 (3)

(Godforsaken, page 126)

Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature's silhouette. They creep along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they're ready to clutch at a victim with their cold claws.

GM Intrusion: The shadow attaches itself to a character and begins to take over as their shadow, automatically inflicting damage every round until the character uses an action to tear it off of them.

Shoggoth 7 (21)

(Stay Alive!, page 116)

Shoggoths vary in size, but the smallest are usually at least 10 feet (3 m) across. They are the product of incredibly advanced bioengineering by some strange species in the distant past. They are angry, vicious predators feared by any who have ever heard of these rare creatures (or who have encountered them and somehow survived to tell the tale). They were created by the elder things but overthrew their masters and now roam the vast, ancient cities they have claimed for themselves.

Rumors abound of a few very rare, particularly intelligent shoggoths that intentionally reduce their own mass and learn to take on the forms of humans so they can integrate themselves into society (and prey upon humans at their leisure).

GM Intrusion: The character is engulfed in the shoggoth, their gear scattered throughout the thing's undulating form, and their body turned upside down so that escape attempts are hindered.

Silicon Parasite 2 (6)

(The Stars are Fire, page 132)

These tiny silvery insect-like creatures range in size from a sub-millimeter to up to 30 cm (1 foot) in diameter, emitting short pulses of violet-colored laser light to sense and sample their environment. Composed of organic silicon wires and wafers, and self-assembled or evolved in some unnamed lab or spacecraft wreck, silicon parasites are vermin that working space stations and spacecraft have learned to hate. Despite taking steps to avoid transfer, a ship may only learn they have silicon parasites when a swarm boils up from a crack in the cabling or seam in the deck plating after being agitated by a high-G maneuver or some other disturbance. If that disturbance is combat or some other dire emergency, silicon parasites thrown into the situation makes everything worse.

GM Intrusion: The silicon parasite flashes its sensory laser directly into the character's eyes, blinding the character until they succeed on a difficulty 4 Might-based roll as their action.

Skeleton 2 (6)

(Cypher System Rulebook, page 353)

Skeletons are animated bones without much sense of self-preservation. They enjoy a crucial advantage over living creatures in one important and often exploited area: skeletons are dead shots with ranged weapons. They have no breath, no heartbeat, and no shaking hands to contend with as they release a shot, which means that skeletons armed with ranged weapons are something to be feared.

Reanimators: Some skeletons were created by a curse, and simply battering them into a pile of bones isn't enough to end their existence. Two rounds after reanimator skeletons are "killed," they regain full health in a flash of magical illumination. This regeneration can be prevented if the linchpin of the animating curse is separated from the skeleton after it falls. Such an item is usually obvious and might take the form of a lead spike through the skull, an ebony amulet, a dull sword through the ribs, a crown, and so on.

GM Intrusion: A skeleton destroyed by a melee attack explodes like a grenade. The bone shrapnel inflicts 5 points of damage to every creature in immediate range.

Snark 7 (21)

(We Are All Mad Here, page 110)

The snark is unimaginable. It is a Boojum, you see. An agony in eight fits. Part snail and shark and bark and snake and snarl. It has feathers that bite, claws that catch, and jaws that snatch. It softly and suddenly vanishes away, never to be met with again. It smells of the will-o-wisp, sleeps late in the day, and breathes fire when it finds something funny (which is nearly never).

GM Intrusion: Everything about the snark is a intrusion de la Meneuse.

Soul Eater 5 (15)

(Godforsaken, page 127)

A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by occasionally absorbing the spirit or mind of living victims. An absorbed "soul" is burned away, which is why dread skulls are wreathed in flame; it's the by-product of the creature's previous meal.

GM Intrusion: The character who uses a cypher against the dread skull must make an Intellect defense roll. On a failed roll, the cypher begins to burn with flame, dealing the character 5 points of damage and destroying the cypher in the process.

Space Rat 1 (3)

(The Stars are Fire, page 133)

Yeah, rats made it to space. And against all expectations, one strain evolved in the harsh radiation and zero-G environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long, sport a truly prehensile tail, and can quickly change their shade of their skin to blend in to their surroundings. They can also drop into a state of extreme torpor that allows them to survive stints of vacuum exposure lasting several days.

Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They're also vicious when cornered.

GM Intrusion: Another rat unexpectedly pops out of panel on the wall or ceiling and screeches so loudly the PC must succeed on an Intellect defense roll hindered by two steps or be dazed until the end of their next turn from the surprise. Dazed creatures are hindered on all tasks.

Sphinx 7 (21)

(Godforsaken, page 128)

A sphinx is a magical creature with a large lionlike body, feathered wings, and a head that is like that of a human or some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often found guarding temples or persons of great interest to the gods (although whether they serve good or evil depends on the individual sphinx). No matter what their head looks like, a sphinx can devour creatures as easily and quickly as a lion.

GM Intrusion: The sphinx leaps onto its opponent, attacking with all four claws as its action.

Statue, Animate 7 (21)

(Cypher System Rulebook, page 355)

Towering statues carved from stone or cast in metal are sometimes more than humans rendered in moments of triumph, celebration, or suffering. Sometimes a statue moves, usually in service to some ancient geas or command that animated it in the first place.

Most animate statues are vessels imprisoning the mind of a sentient creature. Such entrapment usually tumbles the spirits into the abyss of insanity, though most rest in a dormant state, their minds lost in whatever memories they retain. Disturbing animate statues can cause them to awaken, usually with disastrous results.

GM Intrusion: The animate statue strikes a character so hard that the victim flies a long distance and lands in a heap, possibly dropping gear and weapons along the way.

Shining One 5 (15)

(The Stars are Fire, page 135)

Some alien beings abandoned their physical forms millennia ago, becoming entities of free-floating energy and pure consciousness. They travel the galaxies, exploring the endless permutations of matter, space-time, cosmic phenomena, dark energy, and life. They are endlessly fascinated with the permutations they discover. They sometimes appear as a silhouette of gently glowing light, in a form like to the alien species they wish to observe. Under circumstances where a shining one is moved to more directly interact, one can actually convert itself into matter once more, again taking on the biology and form of the species it wishes to interact with. But generally, shining ones observe and learn; they try not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they've gleaned.

GM Intrusion: A character hit by the shining one's energy blast catches on fire. They take 3 points of damage each round until they spend an action patting, rolling, or smothering the flames.

Supernal 5 (15)

(The Stars are Fire, page 136)

Half humanoid and half-dragonfly, supernals are beautiful entities, though certainly alien. Each supernal possesses a unique wing pattern and coloration and, to some extent, body shape. These patterns and colors may signify where in the hierarchy a particular supernal stands among its kind, but for those who do not speak the language of supernals (which is telepathic), the complexity of their social structure is overwhelming. Whether they are agents of some unknown alien civilization or seek their own aims, supernals are mysterious and cryptic. Most fear contact with them, because they have a penchant for stealing away other life forms, who are rarely seen again.

Dragonfly swarm: level 2; flies a long distance each round; eases physical tasks, including attacks or defense

GM Intrusion: The supernal grabs the character and flies up and away, unless and until the character escapes the grab.

Television Thoughtform 3 (9)

(It's Only Magic, page 106)

A television thoughtform is a nexus of images and videos from TV programming, brought to life—usually accidentally—by unconscious or deliberate magic. Typically, the thoughtform looks like a specific television character in the real world, but objects and even locations have been known to manifest as thoughtforms. The thoughtform isn't initially aware that they're a manifestation of a fictional television program, but over time they usually come to realize their artificial origin and that the "world" they lived in and the people they knew there weren't real. Most thoughtforms adapt to their new situation, but some have a traumatic response to their new reality and become dangerous.

A thoughtform is a thought or idea made real, usually through intense belief, concentration, or magic. Buddhist philosophy has a similar concept called a "tulpa."

It's possible to create a thoughtform of a real person out of documentary footage, newscasts, interviews, or other media where the person on the screen is portraying themselves. These thoughtforms tend to have a poor time adjusting to a reality where they are an artificial copy of a real person, rejected by their friends and loved ones.

Thundering Behemoth 7 (21)

(The Stars are Fire, page 138)

When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to treelike heights, these fearless predators are powerful and dangerous hunters, even for those armed with advanced or fantastic weaponry. Behemoths use color-changing frills to help them appear like tall trees while they stand in wait for prey, as still as mighty hardwood trunks, until they break cover and spring an ambush. Behemoths can produce extraordinarily loud noises, sometimes simply roaring, but often replicating the stuttering scream of an attacking spacecraft. They use their strange "roars" to confuse, lead astray, and, if possible, stampede prey into killing grounds such as regions of soft sand, off cliff tops, or as often as not, into the waiting mouth of another behemoth.

In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.

GM Intrusion: The character avoids being bitten but is batted away by the behemoth's attack, tumbling a short distance (and taking 5 points of damage).

Tyrannosaurus Rex 7 (21)

(Cypher System Rulebook, page 361)

The short arms of a tyrannosaurus have been much parodied in Earth social media circles, but the arms aren't really important when a hunting tyrannosaurus is after you. It's more the soul-shivering roar, designed to freeze prey in place, and a skull and mouth so enormous that the entire creature is cantilevered by a massive tail that itself can be used as a powerful weapon.

As vicious as tyrannosauruses likely were 66 million years ago, the versions still hunting today could be even more dangerous. That's because the ones with a taste for humans have learned to adapt to human defenses and to use their roar to terrorize prey as they hunt.

GM Intrusion: The tyrannosaurus's tail swings around and knocks the character tumbling out of short range and possibly into dangerous terrain.

Urban Brownie 3 (9)

(It's Only Magic, page 107)

While most people are familiar with rural brownies with their wizened, ragged appearance and their penchant for helping with farming tasks, the urban brownie is a very different type of entity. Having adapted to live in cities and decent-sized towns, urban brownies tend to care much more about their appearance and prefer less outdoorsy forms of labor.

Most are natty dressers, often altering the clothing of large dolls or young children to create well-heeled outfits for themselves. They prefer to have their own private spaces in people's homes or businesses, but will inhabit small shelters or niches if they can't find any other home. Many live in coffee shops, finding the offerings of caffeine and pastries well worth the tasks they perform in thanks (usually cleaning, making elegantly lettered signs, and organizing cupboards). They're most active in the evenings and overnight, but some choose to acclimate to the rhythm of the city they live in and can be seen during the day.

A brownie who feels insulted, disrespected, or unappreciated will quickly become malicious and spread word about whoever treated them so poorly.

Rural brownies have the same stats as urban brownies. The differences between them are mostly in appearance and personality, as rural brownies tend to dress in rags, prefer to work at night, and are not opposed to doing manual labor outdoors in all manner of weather—provided they're well-rewarded.

Vacuum Fungus 5 (15)

(The Stars are Fire, page 139)

Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine lines through the ice of frozen moons, and infesting the center of small asteroids and near-Earth objects (NEOs). Though able to survive in vacuum, the fungus takes on new morphology when sufficient spores find their way into habitable zero-G spaces. Then they fuse together and grow into a bulbous, emerald-hued fruiting body, typically reaching about 1 m (3 feet) in rough diameter, though individuals can grow much larger if not discovered. Sticky and soft to the touch, they are able to grow undetected in the dark corners of cargo holds, in ductworks, hanging from the ceiling of unused crew quarters, and so on.

Vacuum fungus may be proof that extra-terrestrial life exists, but that triumph of scientific discovery may seem less important to those who find a clump, because they are incredibly toxic to living creatures.

GM Intrusion: Striking the vacuum fungus clump causes one of the spore pods to detonate immediately, even though it's out of turn.

Vampire 6 (18)

(Cypher System Rulebook, page 362)

Vampires are undead creatures, risen from the grave to drink blood. Their very nature and essence are evil and anti-life, even as they revel in their own endless existence. Most vampires are vain, arrogant, sadistic, lustful, and domineering. Their powers allow them to manipulate others, and they frequently toy with their prey before feeding. Vampires come out only at night, as the sun's rays will destroy them.

The bite of a vampire over three nights (in which it exchanges a bit of its own blood) ensures that the victim will rise as a vampire under the thrall of the one that killed it. While vampires are careful not to create too many of their kind (which amount to competition), each thrall conveys a bit more supernatural power to a vampire.

GM Intrusion: The character struck by the vampire is caught fast in its powerful grip. If the character doesn't escape immediately, the vampire bites them automatically.

Vampire, Transitional 3 (9)

(Cypher System Rulebook, page 363)

When humans are "visited upon" (bitten) by a vampire, they might be killed, or they might be left alive to begin a slow transformation into a creature of the night. If victims are bitten three times, they become a vampire forever under the control of the one that bit them. From the time of the first bite until their complete transformation after the third bite, they are transitional vampires. Ways to return transitional vampires to normal include using special ancient rituals or destroying the vampire that bit them in the first place.

Transitional vampires usually serve as guardians, consorts, or spies for their masters.

Vat Reject 3 (9)

(Cypher System Rulebook, page 365)

Vat rejects come into being when clone vats meant to produce clone soldiers or similar mass-produced entities are corrupted. How the carefully controlled process becomes compromised varies, but possibilities include yeast contamination, sunspot activity, nanovirus evolution, or purposeful meddling with control parameters. Unskilled operators experimenting with derelict cloning equipment can also produce a vat of rejects.

Vat rejects fear nothing and welcome death, except that their existential rage requires an outlet other than immediate suicide. Their warped forms mean that most are in constant pain, and they somehow understand that this was artificially stamped into them by their creators. Revenge is their only possible redemption.

Vat Reject Abilities
d6Ability
1Reject deals +3 damage in melee (6 points total)
2Reject has short-range acid spit attack that inflicts 2 points of damage, plus 2 points of damage each additional round until victim succeeds on a Might defense roll
3Reject can fly a long distance as an action
4Reject has 2 Armor
5Reject has long-range destructive eye ray attack that inflicts 6 points of damage
6When struck by an attack, reject detonates dans un rayon immédiat, inflicting 6 points of damage in a radioactive explosion (and 1 point even on a successful Speed defense roll)

GM Intrusion: The vat reject also has a radioactive sting. On a failed Might defense roll, the character struck by the reject descends one step on the damage track.

Vulture Spirit 3 (9)

(It's Only Magic, page 108)

Vulture spirits look like tall humans with bald heads and horrible, hunched posture. They blend in, and they like it that way. Vulture spirits subsist on other people's pain and misery, which has led to a bad reputation that's hard to shake.

Despite prevalent misconceptions, vulture spirits generally prefer not to cause pain and misery—they just feed on what's already present, providing relief in the process. They're gentle and reserved, with soft, scratchy voices. The most well-known and well-respected vulture spirits work in medical professions and form symbiotic relationships with their patients.

Wardroid 6 (18)

(Cypher System Rulebook, page 365)

When star troopers need heavy support, they sometimes bring in wardroids. These fearsome robots, standing about 8 feet (2 m) tall, are ruthless even by trooper standards and are known to kill innocent bystanders as often as they kill foes. It is said that when wardroids are unleashed, wise troopers fall back and take cover.

Wardroid Abilities
d6NPC Dialogue
1Emit poison gas that inflicts 5 points of damage on organic beings in immediate range
2Project grenades up to long distance that detonate dans un rayon immédiat, inflicting 5 points of damage
3Fire a beam that stuns an organic being for one round, during which it cannot take actions
4Emit a field that disrupts machines; technological devices and machine creatures in immediate range cannot function for one round
5Fire a piercing projectile up to long range that inflicts 6 points of damage that ignores physical armor (but not necessarily other Armor)
6Spray a corrosive that inflicts 5 points of damage on everything in immediate range

GM Intrusion: When defeated, the wardroid detonates, inflicting 8 points of damage on all creatures within immediate range.

Notes de l'Editeur — See Wardroid (equipment).

Werewolf 4 (12)

(Cypher System Rulebook, page 367)

The curse of lycanthropy begins as nightmares about being chased or, somehow more terrifying, chasing someone else. As the dreams grow more fierce and each night's sleep provides less rest, victims begin to wonder about the bloodstains on their clothing, the strange claw marks in their homes, and eventually, the mutilated bodies they find buried in their backyards.

When not transformed, many who suffer the curse seem like completely normal people, if emotionally traumatized by the fact that most of their friends and family have been brutally slaughtered over the preceding months. Some few, however, realize the truth of their condition, and depending on their natures, they either kill themselves before their next transformation or learn to revel in the butchery.

GM Intrusion: A PC who moves down one step on the damage track due to damage inflicted by a werewolf must succeed on a Might defense roll or be afflicted with the curse of lycanthropy.

The West Wind 9 (27)

(We Are All Mad Here, page 131)

The West Wind has no master, no shackles, no chains. She goes where she will, and woe to those who try to capture or hold her. When she's not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue tuxedo, her short silver hair pushed back from her face.

Not all winds are living creatures. Sometimes the wind is just the wind. But you won't know which is which until you try to talk with it.

GM Intrusion: The West Wind lifts a character high in the air and threatens to let them fall.

Wharn Interceptor 8 (24)

(The Stars are Fire, page 140)

Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful (hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.

Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter "wharn cogitators." However, it's impossible that omworwars simply "appropriate" any wharn interceptors they encounter.

GM Intrusion: The wharn moves unexpectedly, striking the vehicle the PCs are traveling in, inflicting 8 points of damage to everyone on board.

Wind Children 4 (12)

(We Are All Mad Here, page 131)

The children of the wind cannot be measured in known numbers, for they are here and there and everywhere. They are not born, so much as borne, by weather patterns, wishes, and wants. Dust devils, gales, and zephyrs are all wind children.

GM Intrusion: The wind children grab something precious from one of the characters and start to play a game of "keep away" with it.

Witchfox 4 (12)

(It's Only Magic, page 109)

A witchfox is a supernatural creature whose natural form is that of a fox, but they can transform into a human form and walk among regular people. Like humans, some are evil, some are good, and most are in the middle, but many of the stories and legends are about the bad ones. A witchfox's fur is usually red, black, or silver, but some are pure white. Witchfoxes often have multiple tails (up to nine); most human legends say the creature gains more tails as it gets older, wiser, and more powerful.

Witchfoxes don't have human morals, but ones friendly to humans try their best to adapt, with mixed results. For example, a witchfox thinks it's fine to steal something from a person they dislike and give that item as a gift to someone they like. Most witchfoxes are afraid of dogs and avoid spending time near them or near people who have them.

Witchfoxes are also known as vulps or fox sorcerers.

Worm that Walks 7 (21)

(Godforsaken, page 130)

This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the ground while its damp wrappings writhe and squirm as if infested with thousands of worms—because they are. Each worm that walks is a mass of psionic grubs squirming through a slush of salty ooze. Individually the grubs are harmless vermin, but together they're a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae. The tightly wound leather straps covering a worm that walks are just as important for hiding its true nature as for adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense.

GM Intrusion: A character struck by the worm that walks notices that they weren't able to shake off all the grubs that spilled out. If they fail a Speed defense roll, a grub dives into their flesh and travels through their body, its route visible beneath their skin. The character is distracted (all tasks hindered) until the grub dies one minute later or is otherwise extracted

Wraith 2 (6)

(Godforsaken, page 131)

When a spirit of a dead creature fails to find its way to the afterworld, escapes the same, or is summoned forth by a necromancer, it may become a wraith: a bodiless spirit of rage and loss. A wraith appears as a shadowy or misty figure that can resemble the humanoid figure it once was, though wraiths tend to swarm together, making it difficult to distinguish them from each other. Wraiths are often mindless, consumed by their condition. But on occasion, a wraith not too far gone still remembers its life and may respond to questions or seek to locate its loved ones or enemies. A wraith may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit's mind erodes without physical substance to renew it, and it becomes an almost mindless monster of destruction.

GM Intrusion: The wraith screams out, summoning 1d6 more wraiths from the afterworld.

Wyvern 6 (18)

(Godforsaken, page 132)

Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan makes them seem much larger. Lacking a dragon's fiery breath or other magical abilities, wyverns rely on their strong flight and deadly stinger to catch and kill their prey, typically humanoids or large animals. Wyverns have four limbs—two legs used for clumsy walking and two arm-wings used for flight and balance.

GM Intrusions: As part of its attack, the wyvern grabs hold of the character and flies a short distance away. The character can escape with a Might or Speed defense roll (which probably means they fall to the ground and land prone). The wyvern uses a wing or its tail to slam a character so they are thrown a short distance away and land prone.

Xenoparasite 6 (18)

(Cypher System Rulebook, page 369)

This alien creature exists only to eat and reproduce. In doing so, it also destroys every form of life it encounters. Xenoparasites are not technological but were likely engineered by a species with advanced biological super-science. Xenoparasites don't travel between star systems on their own; they were presumably spread across an area of space by their creators to serve as a broad-spectrum bioweapon. What has become of the original maker species is unknown, but given the fecundity and ferocity of the xenoparasite, it's likely they were consumed by their own creation.

Xenoparasites use ovipositors to lay thousands of microscopic eggs in victims. The implanted eggs, like tiny biological labs, detect the particular biology of the new host, adapt accordingly, and use it to fertilize themselves. Within a day or two, victims who haven't already been consumed by adult xenoparasites (which are human sized) give explosive birth to multiple vicious juveniles (which are the size of cats). These juvenile xenoparasites have an edge in dealing with the particular species of creature they hatched from.

Yithian 6 (18)

(Stay Alive!, page 117)

The yithians (also known as the Great Race of Yith) were immense wrinkly cones 10 feet (3 m) high, with a head, four limbs, and other organs spreading from the top of their body. They communicated by making noises with their hands and claws, and they moved by gliding their lower surface across a layer of slime, like a slug. Their civilization was destroyed a billion years before the present day, but they transported their minds into new bodies far in the future and may still be encountered observing the past (our present) by telepathically inhabiting human bodies.

GM Intrusion: The yithian produces a cypher that has a function that is perfect for its current situation: a teleporter to get away, a protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the character's.

Zero-Point Phantom 3 (9)

(The Stars are Fire, page 142)

Temporary violations of conservation of energy mean that "virtual particles" constantly and seemingly randomly pop out of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles, taking the form of a very large, almost spider-like entity of many legs, stalks, and arms. What they're doing when they're not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid surfaces, raising a cloud of shadow.

Zombie 3 (9)

(Cypher System Rulebook, page 371)

Humans transformed into aggressive, hard-to-kill serial killers with no memory of their former existence are called zombies. Depending on a zombie's origin, the reason for its transformation varies. A zombie might arise from an undead curse, a psychic possession, an AI meatware overwrite, a viral infection, a drug overdose, or something else. Regardless of how the transformation happened, the result is much the same: a creature whose humanity has been burned out and replaced with unquenchable hunger.

Zombies aren't intelligent, but enough of them together sometimes exhibit emergent behavior, just as ants can coordinate activities across a colony. Thus, zombies alone or in small groups aren't an overwhelming threat for someone who has a baseball bat or can get away. But it's never wise to laugh off a zombie horde.

GM Intrusion: When the character fails to kill a zombie by rolling an odd number on an attack that otherwise would have been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2 zombie.

Zombie Sprinter

(Rust and Redemption, page 110)

Instead of being much larger than normal, a zombie's regenerative system can imbue it with incredible quickness, making it much faster than the shamblers often encountered. The resulting zombie sprinter's speed and ferocity make it hard to escape.

Zombie sprinter: level 3, initiative as level 5; moves a long distance each round; three bites per round inflict 3 damage each; retains 1 health if attack roll result that would have downed it was an even number

AI Zombie 3 (9)

(Rust and Redemption, page 109)

An artificial intelligence that permanently installs itself onto the wetware (in this case, the brain) of a human or other sapient creature creates an AI zombie. The AI replaces the person's personality and motivations, turning them into a shambling creature who only does the AI's bidding, even as their body decays and falls apart (though most keep shambling because of an injection of nano repair bots).

AI zombies are driven by a single, simple motive implanted by the original artificial intelligence—usually related to destroying resources before competing AI instances can use them. They aren't intelligent enough to direct themselves or problem solve outside of this goal, unless the AI takes direct control, using a particular AI zombie as a remote "terminal" from which to act and observe the world.

Zombie Hulk 5 (15)

(Rust and Redemption, page 110)

Most zombies are mindless, shambling, hungry, and infectious. Some varieties, despite their semblance to corpses, enjoy a regenerative process that keeps them active regardless of grievous wounds, rotting flesh, and sometimes missing limbs or organs. That same process kicks into overdrive in zombie hulks, converting everything they eat into additional mass and muscle. The result is three times as massive as a regular zombie and five times as dangerous.

Zorp 1 (3)

(It's Only Magic, page 110)

Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble somewhere, more are soon to follow. Zorps combine the most destructive aspects of puppies and young children; they tear up clothing and decorations to craft simple "costumes," scribble on walls and papers, eat ingredients left out on the kitchen counter, make armpit farts during sentimental moments, whisper insults at guests, spill potted plants, and leave little poops in the middle of the floor.

Zorps communicate effectively with each other using grunts, nonsense words, gestures, and facial expressions. After hearing any spoken language, they can speak and understand that language for a few minutes, but their grammar and vocabulary are childlike. They can easily mimic a person's voice, but only seem to do so to make fun of them or mislead others.

Zorps using their native "language" sound vaguely French. "Zagree goo!" "Zoot lorz!" "Encroy!" "Stoopy fohn!" "Say tee nowee!"

Zorps also tend to "die" if startled or hurt—it's their automatic reaction to a potential threat, much like a possum "playing possum."


Chapitre 23 NPCs

(Cypher System Rulebook, page 372)

The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.

Notes de l'Editeur — The contents of this chapter has been expanded to include creatures that have a humanoid body type, or that are frequently portrayed as having the capability for (or empathy with) human experience, and any creature with a proper name. In the end, these are all a distinction without a difference: NPCs are creatures, and creatures are NPCs.

For more on creatures and NPCs, including a full index, see Accès Rapide: Creatures and NPCs.

Additionally, Monte Cook Games also provides an online Cypher System Creature Index that includes creatures from across their published material.


Other NPCs

(Cypher System Rulebook, page 372)

Many NPCs are simple and understandable enough to be encapsulated just by their level and a few other relevant stats.

Cannibal
level 3; deception and other interaction tasks as level 6; health 12
Hacker
level 2; programming, digital infiltration, and repairing computers as level 7
Mad scientist
level 4; most actions as level 6 due to gadgets, serums, artifacts, etc.
Marauder
level 4; initiative and intimidation as level 7; health 28; Armor 1
Master detective
level 5; perception, intuition, initiative, and detecting falsehood as level 9
Politician
level 2; all interaction tasks as level 6
Priest
level 2; religious lore and all interaction tasks as level 6
Professor
level 2; knowledge of science and all interaction tasks as level 6
Soldier
level 3; perception as level 4; health 12; Armor 1; attacks inflict 5 points of damage

Áine, Fairy Queen of Light and Love 9 (27)

(We Are All Mad Here, page 124)

Áine is the fairy queen of summer and the sun, and is known by many names: the Fairy Queen of Light and Love, Bright One, Sun Goddess, and Sweetheart of the Fairies. She is a kind, true, and benevolent ruler, and is loved by nearly everyone. Known for making just and fair bargains with humans, she is often sought after for blessings and boons.

Queen's bees: level 3; sting victims for 3 points of damage and paralyze them for one round

GM Intrusion: One of Áine's ardent followers believes a character is threatening their beloved queen.

Aristocrat 4 (12)

(We Are All Mad Here, page 137)

Aristocrats are not quite high royalty—they are not kings or queens, nor even princes and princesses—but they are those with money and power enough to wield in dangerous or glorious ways. Knights and barons are typically aristocrats, as are characters like Bluebeard and Mr. Fox. Some aristocrats, such as knights, may only want to do good and protect the things that matter to them. Others, of course, prefer to use the darker side of their privileged position.

GM Intrusion: The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders.

Assassin 6 (18)

(Cypher System Rulebook, page 373)

An assassin kills with poison, with high-velocity bullets from a distance, or by arranging for an unfortunate accident. Assassins accept contracts from governments, corporations, crime bosses, and aggrieved former partners, though some assassins pay themselves by tracking criminals anywhere to collect on "dead or alive" bounties.

GM Intrusion: The character loses their next turn, stunned, after recognizing the assassin to be the same murderer who killed someone important to them in the past.

Bard 3 (9)

(Godforsaken, page 133)

A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices, creating fascinating tales and dramatic speeches.

Berserker 3 (9)

(Godforsaken, page 134)

A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like wild beasts.

Blackguard 6 (18)

(Godforsaken, page 100)

Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some were once honorable knights who fell to temptation and have abandoned their original principles, but many were raised under evil circumstances and have never known anything but hatred and conflict.

Fiendish beast: level 4, stealth as level 5, Might and Intellect defense as level 5

GM Intrusions: The blackguard's weapon flares with unholy power, inflicting an additional 6 points of damage (ignores Armor). A slain blackguard rises as an undead or is possessed by a demon and continues to fight.

Cailleach 5 (15)

(We Are All Mad Here, page 129)

Not actually a water spirit, but one who has made her peace with the sea in an eternal bargain, Cailleach once lived on land. Now she is a recluse deep in the ocean in the realm known as the Expanse of Halirane. She appears ancient, and in fact is much older than that. She shaves her head bald, wears dozens of shell earrings in each ear, and has a glass eye that allows her to see three views of the future. As part of her bargain with the sea, she can never return to dry land again, or she will lose all of her powers forever.

GM Intrusion: The sea offers additional assistance to Cailleach's spells, increasing her damage or movement.

Cannibal 3 (9)

(Stay Alive, page 118)

A cannibal is someone who has decided that eating other people is not only necessary but desirable. Whether this decision was forced by circumstance or made out of some secret, maladaptive urge, cannibals are dangerous because they hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That's when a cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations.

GM Intrusion: The cannibal reveals a severed and gnawed- upon body part of a previous victim. The character must succeed on an Intellect defense task or be stunned and lose their next turn.

Cannibal, Post-Apocalyptic 3 (9)

(Rust and Redemption, page 98)

Cannibals come in a variety of different forms, depending on their situation. Some seem like normal and perhaps even charming survivors, except to their targets. These "nice" cannibals may eat human flesh when desperate or to take advantage of meat that would otherwise go to waste. Or maybe they've developed a taste for human flesh.

Others look the part, having descended into the kind of bestial, erratic behavior that cannibalism can inflict on long term practitioners.

Some are part of a crazed settlement of raiders always looking for more sweet meats, and others hide in plain sight, pretending friendship and offering aid to strangers until their prey lowers their guard. Some cannibals like their prey raw; others delight in elaborate preparations.

Whether becoming an eater of human flesh was forced by circumstance or out of some secret, maladaptive urge, cannibals are dangerous.

Cannibal Severing Bite Effects
d6Effects
1End of nose
2Little finger
3Chunk from forearm
4Chunk from leg
5Ear; target's perception task that rely on hearing are hindered until target adapts
6Throat; target descends on step on damage track each round until ally succeeds on a difficulty 5 healing task
Changeling 3 (9)

(It's Only Magic, page 111)

Fey creatures sometimes kidnap a human child and leave a changeling in its place, tricking the human parents into raising an inhuman creature as their own offspring. The changeling has a foot in two worlds, living as a spy or sleeper agent for the fey, but thoroughly enjoying their life among humans.

Child 1 (3)

(We Are All Mad Here, page 138)

Children play the roles of urchins, siblings, daughters, sons, waifs, servants, royal family members, child brides, and more.

GM Intrusions: The child shouts, laughs, or talks too loudly, accidentally drawing the attention of a nearby guard toward a character.

Someone mistakenly thinks a character has stolen the child, and attacks them.

Cambion 5 (15)

(Godforsaken, page 101)

Fine ebony scales cover a cambion's perfectly athletic figure. Two reddish horns grow from its brow, and the tips of fangs emerge from between its dusky lips. Its eyes, absent iris and pupil, are the color of driven snow. Cambions are cursed creatures, born of mortal and demonic parentage, and are also sometimes called helborn. Most cambions give in to what everyone expects of them, and embrace evil.

GM Intrusion: The character's cypher explodes when touched by cambion demon fire on a failed Speed defense task.

Corporate Mage 4 (12)

(It's Only Magic, page 112)

A corporate mage is a professional spellcaster working for a company, using their magic to fix problems. They have a similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company's interests are protected. They're paid well, dress to show it, and aren't above unethical (or even illegal) acts to get the job done. They work alone, in pairs, or with a lawyer and a few bodyguards.

Lawyer
level 2, law and intimidation as level 4
Bodyguard
level 2; Armor 1; short-range pistol inflicts 4 damage

Stats for a corporate mage also work well for paranormal law enforcement NPCs, such as the police or FBI.

Corrupt Mage 7 (21)

(Godforsaken, page 102)

Some wizards and sorcerers are tempted by dark magic, inevitably damning their souls and corrupting their flesh as they cut corners and delve into forbidden lore. Their research and experimentation create new kinds of rampaging monsters and turn people into misshapen horrors. They sometimes modify their own bodies in order to gain demonic or draconic powers, or make pacts with such creatures for knowledge and magical ingredients.

Fleshbeast
level 4; attacks as level 5; health 15; Armor 1

GM Intrusions: A desperate or dying corrupt mage transforms their own body into several new fleshbeasts, which retain fragments of the mage's intelligence and immediately attack. The mage's attack spell is incredibly painful, stunning the character for one round if they fail a Might defense roll.

Crafter 2 (6)

(We Are All Mad Here, page 138)

Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters aren't particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their disposal for weapons.

GM Intrusion: The crafter uses their crafting tool in a way that the character didn't anticipate, putting the character in a disadvantaged position.

Crime Boss 3 (9)

(Cypher System Rulebook, page 373)

A crime boss usually isn't physically powerful but wields power through lies, bribery, and control. Rarely encountered alone, they rely on guards, thugs, and other measures to provide physical security. A crime boss could be a petty noble, a mafia king, or the captain of a pirate ship that sails the seas or glides the space lanes.

GM Intrusion: The crime boss uses a clever trick or cypher to block all incoming attacks in a given round of combat.

Death 10 (∞)

(We Are All Mad Here, page 114)

Death goes by many names, takes many forms, and has only one purpose: to make all equal in the end. Death is often an unwanted visitor—taking the life of someone who is not ready to go—but just as often, they come to those who are ready. To them, Death is a most welcome, the most welcome, guest of all.

While some see Death as evil, they are not inherently so, no more than the cougar hunting the hare for dinner. In fact, they are the great equalizer, raising paupers to kings and kings to common people.

Death is ancient, but not old. Wise, but not all-knowing. Brilliant, but not perfect. Death is also, very often, bored. They have seen everything, heard everything, and done everything that it is possible for an immortal being to do, and some days they feel sure they will never experience anything new or interesting again. But still, they try, taking on new guises, hiding themselves away, even traveling to distant stars and moons before their duties and obligations once again pull them to return.

If Death appears at the foot of a person's bed, that person can recover if the proper steps are taken. If Death is at the head of the bed, almost nothing can be done to save the victim, beyond an impossible bargain.

GM Intrusion: Death mistakes a character for someone else.

Demon Hunter 3 (9)

(It's Only Magic, page 113)

In a world where demons, witches, and other evil magical creatures are free to prey upon humanity, hunters are one of the few things that keep them in check. They usually have to keep their work secret and are slow to trust anyone, but once befriended they have a habit of showing up just when help is needed.

Depending on the setting, a demon hunter might hunt demons, vampires, witches, or all supernatural creatures.

Exceptional hunter
level 5; attacks and Intellect defense as level 6; perception, tracking, and creature lore as level 7; health 20; attacks deal 6 damage
Priest
level 2, religious lore and all interaction tasks as level 6
Soldier
level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 damage
Detective 3 (9)

(Cypher System Rulebook, page 374)

Detectives are usually veterans of their organization (such as the police, city watch, marshals, space command, and so on) with extensive experience. Some detectives are freelance sleuths whose uncanny ability to see the truth comes from personal training combined with an underlying talent for noticing clues that others miss.

GM Intrusion: The detective intuits the character's next attack and moves perfectly so that an ally of the character takes the attack instead.

Druid 4 (12)

(Godforsaken, page 134)

A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals, plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures, society-hating hermits in others.

Dwarf 4 (12)

(Godforsaken, page 135)

A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.

Dwarf officer
level 5; health 16; damage inflicted 7 points
Dwarf priest
level 5; health 16; can heal one creature for 10 points or all within immediate range for 5 points
Elf 4 (12)

(Godforsaken, page 135)

An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic. Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest, the most beautiful sunset, or the perfect love song.

Notes de l'Editeur — See also: Shadow Elf

Enchanter 5 (15)+

(We Are All Mad Here, page 118)

Enchanters include magic-users of all genders. They may choose to call themselves wizards, sorcerers, mages, or diviners, depending on their strengths, abilities, and desired reputations.

Enchanters usually take great pride in their appearance, including their outfits, accouterments, and equipment. They often incorporate living or dead elements of dangerous creatures, such as spiders, snakes, crocodiles, and dragons, into the objects that matter to them. Additionally, they may imbue objects with powerful magic.

Enchanters can use long-lasting or even permanent versions of their magical abilities, but doing so usually requires minutes or hours of time.

Most enchanters have one or more apprentices or helpers, typically animals that have been made human temporarily or humans who are in the service of the enchanter until some debt of theirs or their family's has been paid.

Sorcerer's Apprentice
level 3
Enchanters by Level
Morgan Le Fay 9 (27)

(We Are All Mad Here, page 120)

Morgan le Fay (also known as Morgen, Margain, Morgant, and various other names) is a powerful sorceress from the legends of King Arthur. She has an unpredictable duality to her nature, with the potential for great good and great evil.

Oz, the Great and Terrible 5 (15)

(We Are All Mad Here, page 120)

It is perhaps the greatest feat the Wizard of Oz ever pulled off to make everyone believe that he was not a sorcerer at all, but merely a ventriloquist and balloonist from some faraway land. He is, in fact, far more powerful than that, but prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious.

Green-whiskered soldiers
level 4; Armor 2; unloaded rifles deal 4 points of damage
Virgilius the Sorcerer 7 (21)

(We Are All Mad Here, page 120)

The most renowned of all the poet-sorcerers, Virgilius studies and uses the power of the written word to enhance his magical abilities. He keeps a black book, which is the source of his spells, and creates copper creatures to protect and defend him. He has a love of challenges, such as magician's battles, and seeks them out.

Black book (artifact)
level 6; allows the user to cast animate, blood to stone, enchant, or endless passage. Casting a spell from the black book costs 2 points d'Intellect and is an action. Depletion: 1 in 1d6
Evil Priest 7 (21)

(Godforsaken, page 108)

Evil priests are worshippers of evil gods, demons, devils, strange malevolent forces from beyond known dimensions, or even death itself. They lead cults, corrupt the innocent with lies and twisted ideologies, and enact the will of their patron in the mortal world. The most insidious ones are able to infiltrate good churches and secular organizations in order to tear them down from the inside.

GM Intrusions: The dying evil priest utters a curse that attempts to pull the character's soul into the afterlife with them, moving them one stepdown the damage track if they fail an Intellect defense roll.

The evil priest ignores, avoids, or immediately recovers from an attack that would have killed or greatly harmed them.

Fairy Godmother 6 (18)

(We Are All Mad Here, page 123)

Fairy godmothers are nearly always beneficent beings, typically acting as mentors, parents, or protectors, much like human godparents. The difference, of course, is that fairy godmothers have a great deal more magic at their disposal.

Overall, fairy godmothers are kind, gentle, and loving to almost everyone, not just their godchildren. Of course, not all fairy godmothers are good at their roles—some may act out of their own interests and inadvertently (or purposefully) do harm to those they are supposed to protect. This is particularly true if they feel like they have not been given the respect they deserve, or have been offended in some way.

And if you should harm someone they have pledged to protect? Beware, beware, for there is no wrath like that of a fairy godmother's.

GM Intrusion: The fairy godmother's magic goes awry and a character is accidentally turned into a horse.

Gráinne, the Wayward Daughter 9 (27)

(We Are All Mad Here, page 125)

Gráinne is the Fairy Queen of Hope and Despair, sometimes also called the Wayward Daughter, the Winter Queen, and Dark One. Gráinne is to the dark what Áine is to the light. This doesn't mean that Gráinne is evil, just that she represents what is good and bad in the world that is hidden in shadows, buried beneath the ground, and revealed at night. She has her own moral code, one that can work in the favor of those who are cunning and willing to look at the darkness of their own hearts.

Tiara of Pailis (artifact)
level 7; allows the wearer to fly a long distance each round (as an action). The wearer can control their speed, direction, and height. Depletion: 1 in 1d20

GM Intrusion: A character's companion animal or mount is affected by Gráinne's animal affinity and falls under her power.

Goblin 1 (3)

(Cypher System Rulebook, page 335)

Goblins are wicked, grasping, and perversely resourceful. Usually no larger than children, they can seem like pesky rabble, but that illusion hides something altogether more cunning. Tribe members work together to accomplish their goals of murder, kidnapping, and theft.

GM Intrusion: The goblin poisoned its knife. If struck, the character must make a Might defense roll or immediately move one step down the damage track.

Grey 4 (12)

(Cypher System Rulebook, page 337)

Greys are enigmatic creatures born of alien stars (or dimensions) who have learned to move across the vast distances that bridge neighboring star systems. The creatures descend through the atmosphere under the cover of night to abduct specimens for study and return the victims later after a thorough examination. Returned abductees are usually befuddled and confused, and they retain little memory of what happened to them. Victims of the greys' examination frequently sport strange marks on their flesh, oddly shaped wounds, gaps where teeth used to be, and strange or unknown metal lodged somewhere under the skin.

A grey stands 3 feet (1 m) tall. It has a narrow body with skinny limbs and a large, bulbous head. Two large black eyes, almond shaped, dominate a face that has only a suggestion of a nose and a narrow mouth. Greys wear skintight uniforms, carry numerous instruments to study their environments, and keep a weapon or two for protection.

GM Intrusion: A grey's ray emitter suffers a terrible mishap and explodes. The device kills the grey and destroys its body completely. For the next day, creatures that come within a short distance of where the grey died take 4 points of ambient damage from the psychic radiation each round they remain there.

Guard 2 (6)

(Cypher System Rulebook, page 374)

Guards keep the peace but don't usually show much initiative. Ultimately, they do as they're ordered by their superiors, regardless of legality. A guard might be a star trooper dressed in intimidating armor, a mall security guard, a beat police officer, or a mafia goon.

When attacked, guards always call for the help of other guards, if possible.

GM Intrusion: 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's foes.

Hag 6 (18)

(Godforsaken, page 111)

Hags are evil magical creatures distantly related to the fey. They resemble withered ancient humans with obvious inhuman features—dead eyes, green or purple skin, metal teeth, webbed fingers, and seaweed-like hair are common traits. They love corrupting pure and innocent things, and feast on the dreams and flesh of their victims.

GM Intrusion: A creature becomes afraid and reluctant to oppose the hag, hindering all actions against the hag by two steps for one day.

Halfling 3 (9)

(Godforsaken, page 136)

A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big folk as scouts, burglars, and loyal companions.

Huntsman/Woodcutter 2 (6)

(We Are All Mad Here, page 139)

A huntsman may be in the employ of a powerful magic user, protecting a section of the woods they consider their own, or just trying to provide for their family by chopping wood and hunting game.

GM Intrusion: A perfectly timed cut sends a tree down in the direction of the character.

Jotunn (Norse Giant) 6 (18)

(Godforsaken, page 115)

Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally hostile to humans and other "little folk." Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair, and wear armor and use weapons like humans do. Some are hideous, some are attractive by human standards, and some have multiple heads. They live in caves, lodges, or large castles. There are two main types of jotunns: fire and frost.

Jotunn, Fire 6 (18)

(Godforsaken, page 115)

Fire jotunns are often called fire giants. Their skin is coal-grey or black; their hair is red or gold and may be metal or actual flames. They prefer hot mountainous climates (particularly volcanoes), wear plate armor, and use greatswords that glow with the natural heat of their bodies.

GM Intrusion: The jotunn's attack inflicts a serious burn, making a limb useless for an hour or until healed.

Jotunn, Frost 6 (18)

(Godforsaken, page 116)

Frost jotunns are often called frost giants or ice giants. Their skin is pale white, pink, or blue, and their hair is usually white, pale blond, or actual ice. They prefer cold mountains and tundra, wear chainmail and furs, and use metal axes that channel powerful cold from their bodies.

GM Intrusion: The jotunn's attack numbs one of the character's limbs, hindering all actions with it by two steps until it is healed.

Mad Scientist 4 (12)

(Stay Alive!, page 118)

A mad scientist is someone who delves into areas of science best left unexamined, abandoning ethics and pushing for what can be created without asking if it should be.

GM Intrusion: The mad scientist produces a gadget or cypher that proves to be the perfect answer to a dilemma at hand.

Merfolk 3 (9)

(Godforsaken, page 119)

Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish bodies from the waist down. They are able to breathe air or water but prefer the sea for its beauty and their better mobility. Merfolk have great underwater cities ruled by a king or queen, but most land-walking species interact only with the common or soldier merfolk who visit the ocean surface and coastlines. Merfolk societies are much like those of surface humans; their inability to use fire limits them in some ways (such as blacksmithing), but they have compensated for this with water magic and other skills.

Merfolk skin ranges from all human colors to green, blue, and grey. Some have small fins on their heads and elbows or webs between their fingers. They dress for comfort and wear jewelry made of shells, coral, pearls, polished gemstones, and metals they can salvage or trade for. Most of them are content to be hunters or cultivators of kelp and other aquatic plants, but some are curious about land-walkers (and their sunken ships) or fiercely territorial about protecting their waters against outsiders.

Trained large fish
level 2; attacks as level 3; swims a long distance each round

GM Intrusions: The merfolk's weapon injects poison, inflicting 5 points of Speed damage if the character fails a Might defense task. Another merperson or an allied aquatic creature arrives and joins the fight against the character.

Morlock 2 (6)

(Godforsaken, page 121)

Morlocks are degenerate, blind cannibal humanoids that avoid light. They have prominent teeth, piglike eyes, loose skin, and stooped postures. They avoid bright daylight and prefer to hunt and forage when it is dark out (or at least under the twilight-like canopy of a heavy forest). Morlocks eat any sort of meat, even carrion and their own dead. Morlocks build piles of stones to mark their territory. On nights of the new moon, they create unnerving music by playing simple drums made out of skulls and logs. They lack the foresight to store food for lean times, so they range farther from home in winter and times of famine. They are sometimes enslaved by more powerful creatures such as ogres or a vampire.

GM Intrusion: An unnoticed morlock drags away an unconscious character or animal to be eaten once they're out of sight.

Natathim (Homo aquus) 3 (9)

(The Stars are Fire, page 126)

Genetically engineered to live in the water oceans discovered beneath the ice crusts of various solar moons, natathim (Homo aquus) have human ancestors, but barely look it. Survival in the frigid, lightless depths of extraterrestrial oceans required extreme adaptation. Predominantly dark blue, their undersides countershade to pure white. Though humanoid, their physiology is streamlined, giving their heads a somewhat fish-like shape, complete with gills and large eyes to collect light in the depths. Their bodies are adorned with fins and frills, including a long shark-like tail, and they have webbed extremities with retractable claws.

Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what's been done to them. Alternatively, natathim could be discovered in Earth's deepest oceans, their origin mysterious, but able to interbreed with humans as a method for maintaining their line.

GM Intrusion: The natathim spontaneously magnetizes the character's possessions, which hold them helpless against the nearest wall or floor (if also metallic). The PC can take no actions other than attempt to escape.

Necromancer 5 (15)

(Godforsaken, page 122)

The ability to influence, command, and call up the dead is an impressive power, given how many more people are dead than living. Since the only thing separating a living person from a dead one is a well-aimed knife or death spell, the number of dead always rises.

Spirit
level 3; flesh-decaying touch inflicts 3 points of damage

GM Intrusion: A bony hand erupts from the ground at the character's feet. On a failed Speed defense roll, they are held in place until they can succeed on a Might task to escape. Each round the character fails to escape, the hand squeezes them for 3 points of damage.

Noble Knight 7 (21)

(Godforsaken, page 123)

Whether noble or ignoble, some knights achieve an amazing mastery over weapons, combat, and courtly graces, eclipsing lesser warriors and champions. The quests of some noble knights can lead them far across the land into strange new territories where they encounter and defeat various magical creatures.

GM Intrusion: The character damaged by a noble knight's attack must succeed on a Might defense roll or be knocked off a mount, a bridge, or a cliff, or, if nothing suffices, they are knocked to the ground and out of immediate range of the knight.

Occultist 5 (15)

(Cypher System Rulebook, page 375)

Paranormal researchers, cultists, secret practitioners of white magic, and coven members might be occultists. Thanks to their study of the metaphysical, occultists learn several magical tricks, including the ability to summon or banish the dead.

GM Intrusion: A bony hand erupts from the ground at the character's feet. On a failed Speed defense roll, they are held in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes for 3 points of damage.

Orc 2 (6)

(Cypher System Rulebook, page 347)

Born into squalor and fear, the orc species is composed of miserable, misbegotten humanoids that seem destined to serve as fodder for more powerful evil overlords. When left to their own devices, these loathsome creatures turn on each other, the strongest oppressing the next weakest (and so on down the line) with cruel barbs, gruesome jokes, and physical beatings. When these creatures have no masters to hate, they hate themselves.

No two orcs look exactly alike, but all have a mean, ugly, and shambolic facade. Never clean and often spattered with the remains of recent meals, orcs have a mouthful of sharp, broken teeth that can develop into true fangs. Adults range in height from no larger than a human child to massive specimens larger than a strapping man. Whether big or small, nearly all orcs have stooped backs and crooked legs. The hue of their skin is hard to ascertain, because they are covered by the sediment of years, not to mention the iron armor every orc constantly wears from the moment it's able to lift a weapon.

Orcs live short, brutish lives. The few that survive for years do so because of some special advantage; they're sneakier, stronger, tougher, or meaner than average. These have the following modifications, respectively:

GM Intrusion: With a scream of savage glee, five more orcs rush to join the fight.

Ogre 4 (12)

(Cypher System Rulebook, page 346)

A bestial brute, the ogre is a sadistic, 8-foot (2 m) tall, cannibalistic fiend that preys upon other creatures in the woods, mountains, or other wilderness areas. This often pits them against sylvan beings like elves and fey. Ogres dwelling in more civilized lands are also the enemy of humans, but these ogres usually come no closer to civilization than its very fringes.

Ogres typically dress in ragged, piecemeal clothing or nothing at all.

GM Intrusion: The ogre's mighty blow (whether it strikes a foe or not) hits the ground or the wall, causing major structural damage and a possible collapse, cave-in, or landslide. It might also expose a hidden underground cave or chamber.

Paladin 4 (12)

(Godforsaken, page 136)

Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden, and most of them expect to die in battle against an evil foe.

Pharrmaceutical Sorcerer 3 (9)

(It's Only Magic, page 114)

A pharmaceutical sorcerer is an apothecary, doctor, dentist, magical healer, counselor, surgeon, and nutritionist all in one. They have devoted themselves to the art and science of healing, using a combination of methods to achieve remarkable success. Some work in drugstores, some have their own specialized businesses, and some administer aid from their homes or a public clinic. They might wear medical scrubs or a white coat over normal clothing.

Assistant
level 2, healing as level 3
Posthuman 7 (21)

(The Stars are Fire, page 129)

Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities radically exceed regular people. They can't really be considered human any longer; they've transcended humanity, which is why they're also sometimes called transhumans. They're often involved in large-scale projects, such as creating bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm of consciousness or being.

GM Intrusion: The posthuman allows acts out of turn, or takes control of a device that the character is about to use against the posthuman.

Prince(ss) of Summer 5 (15)

(Cypher System Rulebook, page 348)

Fey nobility are as numberless as cottonwood seeds on the June breeze. But that doesn't mean each isn't unique, with a quirky personality and a specific role to play in the mysterious Court of Summer. Demonstrating life, vigor, predation, growth, and competition, the princesses and princes of summer are beings of warmth and generosity, usually. But catch them during the change of the season, and they can be deadly adversaries just as easily. Fey nobles dress in costly diaphanous and flowing garments, and often wear some sign of their noble lineage, such as a circlet or diadem.

GM Intrusion: The character is blinded for up to one minute by a shaft of brilliant sunlight unless they succeed on a Might defense task.

Queen 6 (18)+

(We Are All Mad Here, page 126)

Ah, the Evil Queen. Ruler of the land, watcher in the mirror. Full of magic, utterly merciless, and sharp of tongue. Evil and wicked queens abound in fairy tales, from those who have no names and are remembered only for their evil deeds, to those whose names will never be forgotten: Queen Grimhilde, Maleficent, the Queen of Hearts, and the White Witch. These queens seek power for power's sake, not caring what destruction lies in their wake.

Of course, not all queens are evil—just the ones you hear about most often. But they are all powerful in their own way, even if they are forced to hide it by their circumstances. While they too crave power, they seek it in order to protect their lands, their people, and their loved ones.

Queens by Level
Queen Grimhilde 8 (24)

(We Are All Mad Here, page 126)

Perhaps best known for her attempts to kill Snow White through magic and poison, Grimhilde has other passions and talents as well. She seeks ways to make all beings obey her commands, starting with the huntsman who so stupidly and willfully deceived her so long ago.

Vulture familiars
level 4
The Red Queen 6 (18)

(We Are All Mad Here, page 126)

The Red Queen has never once yelled "Off with her head!" In fact, she has never yelled. It's horrible manners, and besides, when you know how to wield power, you don't need all that noise and chaos. You need only whisper and be still, and everyone will politely fall quiet and listen.

The Snow Queen 6 (18)

(We Are All Mad Here, page 126)

The Snow Queen rules over the "snow bees"—snowflakes that look like bees. She keeps an ornate palace surrounded by gardens in the lands of permafrost, but she can be seen elsewhere in the world where snowflakes cluster. Most say she is cold, and they would be right. She has been part of the snow for so long that it's possible she no longer remembers warmth or kindness or love.

Satyr 5 (15)

(Godforsaken, page 125)

These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often relying on tricks and lies, or alluring music they play on pipes.

GM Intrusion: A mental effect makes the character view the satyr as a good friend for up to one minute unless they succeed at an Intellect defense task.

Scholar 2 (6)

(We Are All Mad Here, page 140)

Scholars might be librarians, sages, wise women, crones, experts, or soothsayers. Typically, scholars seek knowledge above all else, and many also are willing to share it with others (sometimes for a price, sometimes just for the joy of sharing knowledge). A scholar's expertise might be general or specific—they may study the world at large or home in on a specific type of magic or fey being, for example.

GM Intrusion: Something the scholar is studying comes alive, creating havoc and disarray throughout the area.

Secret Agent 5 (15)

(Cypher System Rulebook, page 375)

Secret agents are trained professionals who put their mission before their own well-being, regardless of which government agency, corporation, guild, or kingdom employs them. An agent operates under a fake cover, perhaps as an envoy, inspector, technician, actor, tourist, or bumbling fool.

GM Intrusion: The secret agent produces a cypher that, for the rest of the day, eases all tasks by two steps.

Shadow Elf 4 (12)

(Cypher System Rulebook, page 352)

Elves who faded from the surface to escape the justice of their fey cousins for crimes uncounted are sometimes called shadow elves, dark elves, or simply trow. It's widely assumed that shadow elves fled to new realms deep below the ground, and indeed, the routes that lead to their true abodes are mostly subterranean and include many grand underground keeps. However, the heart of the shadow elf kingdom lies in the colorless dimension of Shadow itself, where all things exist as a dim reflection of the real world.

Sometimes shadow elves appear on the surface, spilling from dark tunnels or, in some cases, from the shadows themselves. They raid for plunder, fresh slaves, and sacrifices. The sacrifices are made to their godqueen, a monstrously sized black widow spider that schemes in darkness.

When a shadow elf returns to the world of light, it can choose to appear as a silhouette only: a slender humanoid outline lurking as if at the nadir of a well.

Shadow Elf Spells
d6Shadow Elf Spell
1Enchant weapon to inflict 3 additional points of damage (8 total)
2Enchant weapon to inflict 1 additional point of Speed damage (poison, ignores Armor), plus 2 points of Speed damage each additional round until victim succeeds on a Might defense roll
3Fly a long range each round for ten minutes
4Gain +2 to Armor (total of 3 Armor) for ten minutes
5Long-range spell renders subject blind for ten minutes on failed Might defense roll
6Long-range spell targets up to three creatures next to each other; holds them motionless in a shadow web for one minute on failed Speed defense rolls

GM Intrusion: The shadow elf casts a spell that charms a character on a failed Intellect defense roll. The character fights on the side of the shadow elf for up to one minute, though they can make another Intellect defense roll each round to try to break the influence.

Notes de l'Editeur — See also: Elfe

Storm Marine 4 (12)

(The Stars are Fire, page 134)

The storm marine creed is an oft-repeated mantra, "I will never quit, knowing full well that I might die in service to the cause." Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a suite of cybernetic and network-connected drone guns, few things can stand before a storm marine fireteam. Storm marines usually work for nation-states, conglomerates, and similar entities. They mercilessly conduct their mission, even if that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.

GM Intrusion: A character targeting a gun drone rather than the storm marine hits the drone, but the drone reacts by darting to the character and exploding, inflicting 6 points of damage to the character and anyone standing within immediate range.

Supervillain 5 (15)+

(Cypher System Rulebook, page 356)

People with amazing abilities who use them for evil earn the label of supervillain.

Supervillains by Level

Notes de l'Editeur — For more information on Power Shifts, see Superpowered NPCs and Power Shifts.

Anathema 7 (21)

(Cypher System Rulebook, page 356)

The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines.

Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those memories.)

Assume that Anathema has three Power Shifts in strength and two in resilience. These shifts are already figured into his modifications and other stats.

GM Intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.

Doctor Dread 7 (21)

(Cypher System Rulebook, page 357)

Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are individuals, governments, corporations, or superheroes.

Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak lab accident, Alicia's fiancé was slain, and Alicia was disfigured and driven slightly insane, so much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended animation.

Doctor Dread is usually accompanied by a handful of robot minions.

Dread's robot minion
level 3; Armor 1; long-range laser attack inflicts 4 points of damage

Assume that Doctor Dread has three Power Shifts in intelligence and two in resilience. These shifts are already figured into her modifications and other stats.

GM Intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.

Magnetar 8 (24)

(Cypher System Rulebook, page 358)

Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.

In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was taken from it (its twin), but it can't remember what. It has decided to blame the humans.

Assume that Magnetar has three Power Shifts in its magnetic power and two in resilience. These shifts are already figured into its modifications and other stats.

GM Intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are stripped from them and become stuck to a nearby metallic buttress.

Mister Genocide 5 (15)

(Cypher System Rulebook, page 359)

Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His touch can kill, but if he wishes it, so can his spittle or even his breath.

Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of other criminals.

When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue, which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins.

Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the poison that Genocide constantly emits.

Assume that Mister Genocide has two Power Shifts in his poison power, one in intelligence, and two in resilience. These shifts are already figured into his modifications and other stats.

GM Intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock. Unconsciousness lasts for up to a minute, or until the victim is jostled awake.

Wrath 6 (18)

(Cypher System Rulebook, page 360)

The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal mastermind whose assassins are just one layer of the organization she controls.

Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery, leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist, she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength, and longevity.

Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she relishes being present when particularly important adversaries are brought down.

Assassin of Wrath
level 4; stealth as level 7

Assume that Wrath has two Power Shifts in dexterity, two in accuracy, and one in resilience. These shifts are already figured into her modifications and other stats.

GM Intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround the PCs and demand their surrender.

Synthetic Person 5 (15)

(The Stars are Fire, page 137)

Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into "products" that would serve humanity as assistants and companions, but later gained sentience. In other cases, synthetic people are the result of a state-sponsored program to develop war machines or automated assassins that looked like regular people. Another origin for synthetic people is through the design of awakened (and inimical) AIs as part of an effort to kill off all regular biological people. Now they roam their environment looking like anyone else. Some synths try to fit into whatever kind of society they can find. Some may not even know that they are not human. Others are bitter, homicidal, or still retain their programming to kill. Some of these may have even shed some or all of their synthetic skins to reveal the alloyed mechanisms beneath.

GM Intrusion: The character is blinded for one or two rounds after being struck by the synth's searing plasma ball.

Raider 3 (9)+

(Rust and Redemption, page 107)

Stripped of humanity by brutal living conditions and their determination to survive no matter the cost, raiders still look human. But beneath that veneer, they're feral.

Fell Rider 3 (9)

(Rust and Redemption, page 107)

Motorcycle riding raiders keep their "motor wheels" alive through constant tinkering and repair. The two wheeled machines are modified with spears, spikes, lances, and sometimes guns and flamethrowers. Fell riders wear heavy protective garments made from fur, salvaged clothing, and leather from past targets. Goggles protect their eyes, and bones are sewn through their wild, greasy hair as decoration.

Marauder 3 (9)

(Rust and Redemption, page 107)

Marauders are raiders who attack with stealth, wrapping themselves in light smothering clothes and targeting survivors after midnight. By day, they act like regular people, part of a survivor community. That's pretense; when time allows, they torture targets to death and take flesh trophies.

Warlord 5 (15)

(Rust and Redemption, page 108)

A warlord enjoys supreme authority over other raiders. Brutal rulers, warlords are a living symbol of power and strength where survival is valued above all else.

Warlords caparison themselves in trophies of vanquished enemies—such as gilded skulls or flayed skins. Some wear garish helms designed to intimidate. An impressive weapon, especially something from the before times, is always close at hand. A warlord is rarely encountered without raiders and other lackeys that fight for and serve them.

Unique Warlord Advantage
d6Advantage
1Rocket launcher (level 7): long-range weapon inflicts 7 points of damage on targets in an immediate area (depletion: 1–2 in 1d6)
2Fire thrower (level 7): immediate-range weapon inflicts 7 points of damage on all targets within immediate range (depletion: 1 in 1d10)
3Release the beast: Gives the command to "release the beast"; a melted loyal to warlord charges into the fight
4Force shield (level 5): Static field blocks all incoming attacks against the warlord for one round (depletion: 1–2 in 1d10)
5Power gauntlet: Warlord's power gauntlet grabs foe and automatically deals damage from crushing until foe escapes
6Skystrike: Calls in a "skystrike" from a battered wristband; a round later, a missile launched from a before-times satellite strikes nearby, inflicting 10 points of damage on all creatures within a short area who fail a Speed defense roll, and 2 points on those who succeed (depletion: automatic)
Replicant 5 (15)

(Cypher System Rulebook, page 351)

Virtually identical to adult humans, these biosculpted androids are stronger, faster, and potentially smarter. However, because they are manufactured beings with grafted memories, replicants rarely feel true human emotion, be that love, sadness, or empathy, though those who live long enough to lay down their own memories can develop the capacity to do so.

However, few replicants gain the opportunity because they are created for a purpose, which could be to serve as police or guards, as soldiers in a distant war, or as impostors shaped to blend in with people so they can explore on behalf of an alien intelligence or a bootstrapped AI. In most of these cases, these purposes lead to a relatively short span of existence, which usually ends when the replicant chooses to detonate itself rather than be captured.

GM Intrusion: The character struck by the replicant is smashed into the wall so hard that the surrounding structure begins to collapse on them.

Robber 4 (12)

(We Are All Mad Here, page 139)

Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want what you have, and they're willing to get it any way they can. Some robbers are honorable, stealing only from the rich or the evil. Others will take anything that isn't nailed down or magically protected.

Robbers often travel in pairs or small groups of dedicated friends and fellow robbers.

GM Intrusion: The robber's arrow manages to hit two foes in a single attack, or the robber shoots two arrows at multiple foes.

Notes de l'Editeur — In We Are All Mad Here, this creature is listed as Thief/Robber. It is identified by its unique name here to prevent confusion with the Thief.

Thief 4 (12)

(Godforsaken, page 137)

A thief takes things that don't belong to them—preferably with their victim remaining unaware of the crime until the thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan elaborate heists to steal priceless items from prominent targets.

Notes de l'Editeur — For the Thief/Robber (WAAMH, 139), see Robber.

Thug 3 (9)

(Cypher System Rulebook, page 376)

Thugs are usually rough, crude, and harsh individuals who prey on those who follow the rules. A thug might be a streetwise drug dealer, a bandit who hunts lone travelers in the wilds, a savage warrior adroit with ranged weapons, or a cyberbully among pacifists. Most thugs work for themselves, but they may employ gangs of guards to help them conduct their business.

GM Intrusion: Another thug, hidden until just the right moment, appears and takes a shot with a ranged weapon before joining the fray.

Tin Woodman 7 (21)

(We Are All Mad Here, page 113)

Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman's story is a sad one. His beloved axe was enchanted by a wicked witch in order to keep him from his other true love (it's a long story, but suffice it to say that witches who are wicked do wicked things). His beloved axe turned on Nick Chopper, taking off one limb after another. A tinsmith kindly replaced Nick's missing body parts (except his heart) with tin prosthetics, but eventually nothing was left of the original human and he became the Tin Woodman.

Note that the Tin Woodman will never tell you this story himself, for he has no heart and seeks only revenge: revenge upon the witch who cursed him, upon the tinsmith who did not replace his heart, upon the rain that rusts him. Someday, he will find all the original parts of himself, no matter who they belong to currently, so that he can return to his original form.

Enchanted axe (artifact)
level 7; inflicts 7 points of damage; can be activated to move a long distance away from the wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)

GM Intrusion: A character's weapon gets caught in the Tin Woodman's metal body, pulling the weapon out of their hands.

Troll 6 (18)

(Godforsaken, page 129)

A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are dangerous but not particularly intelligent. Always ravenous, trolls eat anything, and rarely take the time to cook a meal. Usually, they distend their mouths and throats and swallow subdued prey whole.

Spawned troll
level 4; Might defense as level 5; health 15; Armor 1; claws inflict 5 points of damage; grabbed victim suffers 5 points of damage each round held by troll

GM Intrusion: The struck troll divides into two separate trolls that immediately attack the character in the same action.

Witch 5 (15)+

(Cypher System Rulebook, page 368)(We Are All Mad Here, page 132)

Witches are complex beings of myriad personalities, desires, and abilities. Sometimes they're the stuff of nightmares, with tales of their exploits keeping children safe in their beds during the darkest hours. Other times they're wise helpers—at least for a little while, or possibly for a price. Often, they're a little of everything, taking on no end of roles throughout their lifetime. They may isolate themselves deep in the dark woods, falsify their way into a royal family, or reside in the middle of town, hiding their identity. Some witches have magical abilities that rival those of an enchanter.

But one thing they are, always, is dangerous, for they carry within their hearts and heads knowledge, power, and magic—and a willingness to use all of them when necessary.

Notes de l'Editeur — This NPC listing combines two identically named creatures from the Cypher System Rulebook and We Are All Mad Here.

Familiar
level 3; health 9; Armor 1

Witches thrive on unpredictability, and rarely cast the same curse or spell more than once every other round.

GM Intrusions: After a character succeeds on a defense roll against one of the witch's ongoing curse effects, the witch immediately tosses a hexbolt at them. If the character is hit, the ongoing curse effect also continues.

The witch's familiar joins the fray, tripping up characters and hindering their actions.

Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact or cypher and prepares to use it.

Witches by Level
Baba Yaga 9 (27)

(We Are All Mad Here, page 133)

Baba Yaga (sometimes called Frau Trude) lives many lives and has many personalities. She is both one witch and many. She uses her magic to create a new version of herself each time her life takes a new branch, following all of them at once, becoming every version of herself that she might have been.

Some versions of Baba Yaga are helpful. Others harmful. Some Baba Yagas live in the woods in a wooden hut that walks around on giant chicken legs, some fly through the sky in a giant mortar and pestle, and some guard any wild spaces that they have deemed important. Some capture and cook young children in a special stove. Some do all of the above.

The Blind Witch 5 (15)

(We Are All Mad Here, page 133)

The Blind Witch is skinny and always hungry. She lives deep in the forest in a house made of confectionery, which allows her to catch, fatten, and eventually eat any children unlucky enough to get caught in her trap.

Dame Gothel 5 (15)

(We Are All Mad Here, page 133)

Sometimes taking the form of a young woman and sometimes an old one, Dame Gothel cares for one thing above all: her beautiful walled garden, the flowers and vegetables that grow inside it being the envy of all others. Unlike many other witches, she does not harm children and in fact has been known to protect them, at least as long as they are innocent of wrongdoing.

The Sea Witch 6 (18)

(We Are All Mad Here, page 135)

Living in the darkest depths of the sea, the Sea Witch is dangerous, wily, persuasive, and scheming. She is best known for brewing up life options—for a price. If you want what she's got (and she's got everything), you bring her what she wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won't miss them …

The Wicked Witch of the West 5 (15)

(We Are All Mad Here, page 135)

With her three pigtails and diminutive stature, it would be easy to write off the Wicked Witch of the West as a nobody—and many have—but her power lies in the creatures that work for her and in her vast and growing collection of magical footwear.

She can see up to 2 miles (3 km) away with her single eye, and wears galoshes that give her +2 Armor against water and liquid of all kinds.

Wizard, Mighty 8 (24)

(Cypher System Rulebook, page 376)

Some wizards learn so many spells and accumulate so much lore that they become incredibly powerful. Some work for a higher purpose, whereas others are concerned only with themselves.

GM Intrusion: The wizard casts two spells as a single action instead of just one.

Wolf, Big Bad 8 (24)

(We Are All Mad Here, page 111)

The Big Bad Wolf (just call him the Wolf, for he is truly the only one worthy of that title) is a beast of near immortality, kept alive by the legends that swirl around him, the constant stream of terrorizing tales. Once the stalker of the woods, now he stalks the streets and towns, no longer staying to the shadows, no longer merely hunting girls and grandmothers. As his reputation has grown, so has his appetite. He hungers. He swallows worlds. He will not be contained.

GM Intrusions: The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and that person calls for help from out of the Wolf's mouth.

Wraith (Homo vacuus) 4 (12)

(The Stars are Fire, page 141)

Wraiths (Homo vacuus) are genetically engineered to live in the vacuum of space by directly metabolizing high-energy charged particles abundant in the void. Though derived from human stock, wraiths are alien in body, sometimes concealing themselves in layers of shroud-like tissue, other times revealing themselves as wispy, elongated things of glowing red plasma. In some settings, wraiths are partners with humans, working in locations where humans would find difficult. In other settings, wraiths went their own way generations earlier, and rediscovering them would be a first contact scenario. Alternatively, wraiths might be a threat to humans, hating humans for having created a species forced to spend its existence in the dark void of space.

GM Intrusion: The attacked character must also succeed on a Might defense, or they take an additional 3 points of ambient damage and contract radiation sickness.


Chapitre 24 Cyphers

Accès Rapide: Cyphers

(Cypher System Rulebook, page 377)

Les cyphers sont des capacités à usage unique que les personnages acquièrent au cours du jeu. Ils ont des pouvoirs impressionnants qui peuvent soigner, effectuer des attaques, faciliter ou entraver les jets de tâche, ou (dans un exemple plus surnaturel et extrême) produire des effets tels que la nullification de la gravité ou rendre quelque chose invisible.

La plupart des cyphers ne sont pas des objets physiques—juste quelque chose d'utile qui se produit au bon moment. Ils peuvent être une révélation soudaine qui permet à un personnage d'effectuer une attaque parfaitement exécutée, une intuition chanceuse lors de l'utilisation d'un terminal informatique, une distraction fortuite qui vous donne un avantage contre un PNJ, ou une entité surnaturelle qui fait en sorte que les choses se déroulent en votre faveur. Dans certains jeux, les cyphers se présentent sous la forme d'objets, comme des potions magiques ou des morceaux de technologie extraterrestre.

Cyphers Subtils:
Cyphers qui n'ont pas de forme physique sont appelés cyphers subtils.
Cyphers Manifestes:
Cyphers qui ont une forme physique sont appelés cyphers manifestes.

Quelles que soient leur forme, les cyphers sont des effets à usage unique et sont toujours consommés lorsqu'ils sont utilisés. À moins que la description d'un cypher n'indique le contraire, il ne fonctionne que pour le personnage qui l'active. Par exemple, un personnage joueur (PC) ne peut pas utiliser un cypher de bouclier durable sur un ami.

Les cyphers sont une mécanique de jeu conçue pour être découverts et utiliser fréquemment. Les PC ne peuvent avoir qu'un petit nombre de cyphers à tout moment, et comme ils en découvrent toujours davantage, ils sont encouragés à les utiliser à un rythme régulier.

En théorie, les cyphers obtenus par les PC sont déterminés de manière aléatoire. Cependant, la Meneuse (MJ) peut également permettre aux PC de les acquérir ou de les trouver intentionnellement. Les cyphers sont obtenus avec une telle régularité que les PC devraient avoir l'impression de pouvoir les utiliser librement. Il y en aura toujours plus, et ils auront différents avantages. Cela signifie qu'en cours de jeu, les cyphers ressemblent moins à du matériel ou à des trésors et plus à des capacités de personnage que les joueurs ne choisissent pas. Cela donne lieu à des moments de jeu amusants où un joueur peut dire : "Eh bien, j'ai un X qui pourrait aider dans cette situation," et X est toujours différent. X pourrait être une compréhension intuitive du réseau informatique local, un service de la Cour féerique, un dispositif explosif, un téléporteur à courte portée, ou un champ de force. Cela pourrait être un puissant aimant ou une prière qui guérira une maladie. Cela pourrait être n'importe quoi. Les cyphers gardent le jeu frais et intéressant. Au fil du temps, les personnages peuvent apprendre à porter de plus en plus de cyphers en même temps, si bien que les cyphers semblent vraiment plus comme des capacités spéciales et moins comme du matériel.

"Porter" dans ce sens fait référence à la fois aux cyphers subtils et aux cyphers manifestes, bien qu'un PC ne puisse pas réellement porter quoi que ce soit qui représente physiquement le cypher. Un personnage jeté en prison sans son équipement pourrait tout de même avoir des cyphers subtils.

Les cyphers n'ont pas besoin d'être utilisés pour faire de la place pour de nouveaux. Pour les cyphers subtils, un personnage peut simplement utiliser une action pour "perdre" le cypher, libérant ainsi de l'espace pour "trouver" un autre plus tard (une fois qu'un cypher subtil est jeté de cette manière, il est perdu et ne peut pas être récupéré). Pour les cyphers manifestes, il est parfaitement acceptable que les PC en cachent un ailleurs pour une utilisation ultérieure ; bien sûr, cela ne signifie pas qu'il sera toujours là à leur retour.

Pourquoi les Cyphers ?

(Cypher System Rulebook, page 378)

Les cyphers sont (sans surprise, d'après le nom) le cœur du Cypher System. Cela est dû au fait que les personnages de ce jeu possèdent certaines capacités qui changent rarement ou jamais et sur lesquelles on peut toujours compter—un peu comme dans tous les jeux—et ils ont également des capacités qui changent constamment, injectant une grande dose de variabilité dans le jeu. Ils sont la principale raison pour laquelle aucune session de jeu du Cypher System ne devrait jamais être ennuyeuse ou ressembler à la dernière session. Cette semaine, votre personnage peut résoudre le problème en traversant les murs, mais la fois précédente, c'était parce que vous pouviez créer une explosion capable de raser un pâté de maisons.

Le Cypher System est donc un système où les capacités des PC sont fluides, La Meneuse et les joueurs ayant tous deux un rôle dans leur choix, leur attribution et leur utilisation. Bien que de nombreux éléments distinguent ce système de jeu des autres, cet aspect le rend unique, car les cyphers reconnaissent l'importance et la valeur de deux choses :

  1. Le "trésor", car les capacités des personnages rendent le jeu amusant et excitant. En fait, dans les premiers temps des jeux de rôle, le trésor (généralement sous forme d'objets magiques trouvés dans des donjons) était vraiment la seule personnalisation des personnages qui existait. Un des moteurs pour partir à l'aventure est de découvrir de nouvelles choses intéressantes qui vous aident lorsque vous partez pour encore plus d'aventures. Cela est vrai dans de nombreux RPG, mais dans le Cypher System, c'est intégré directement dans le cœur du jeu.

  2. Permettre au MJ d'avoir son mot à dire sur les capacités des PC rend le jeu plus fluide. Certains MJs préfèrent lancer les cyphers de manière aléatoire, mais d'autres non. Par exemple, donner aux PC un cypher qui leur permettra de se téléporter loin pourrait être une graine d'aventure secrète placée par un MJ prévoyant. Comme La Meneuse a une idée de la direction que prend l'histoire, il peut utiliser les cyphers pour guider le chemin. Alternativement, si La Meneuse est ouvert à cela, il peut distribuer des cyphers qui permettent aux personnages d'adopter un rôle plus proactif (comme se téléporter où ils le souhaitent). Peut-être plus important encore, ils peuvent faire ces choses sans se soucier des conséquences à long terme de la capacité. Un dispositif qui vous permet de vous téléporter plusieurs fois pourrait vraiment perturber le jeu sur le long terme. Mais une fois ? C'est juste amusant.


Limites des Cyphers

(Cypher System Rulebook, page 378)

Tous les personnages ont un nombre maximum de cyphers qu'ils peuvent avoir en même temps, déterminé par leur a href="#choose-type">type. Si un personnage essaie de porter plus de cyphers, des cyphers aléatoires disparaissent instantanément jusqu'à ce que le PC ait un nombre de cyphers égal à son maximum (selon le genre de la campagne, les cyphers subtils peuvent être plus ou moins susceptibles de disparaître de cette manière). Ces cyphers disparus ne peuvent pas être récupérés.

Règle Optionnelle: Exceeding Cypher Limits

(OG-CSRD Editorial Addition)

PCs increase the their cypher limit through a suite of capacités spéciales they gain access from their type at certain tiers—Expert Cypher Use,Adroit Cypher Use, andMaster Cypher Use. There are also a number of abilities related to cyphers, for example:

In some settings, there might be an explanation for the cypher limit, for example, unstable interactions between magic or high technology. Here are a few different ways a GM might handle a PC exceeding their cypher limit:

Volatilité des Cyphers
d6Effets Volatiles
1Détonation: Le cypher explose, infligeant des dommages égaux au niveau du cypher à toutes les créatures dans une portée immédiate. La Meneuse choisit le type de dommages. Le niveau de l'explosion est égal au niveau du cypher, et la stat utilisée pour se défendre contre l"explosion et le type de dommages est déterminée par la Meneuse. Les cibles dans la zone subissent 1 point de dégat même si ils réussissent leur jet de défense, et si le PJ qui porte le cypher rate son je de défense, il perd aussi un autre cypher qu'il porte, déterminé aléatoirement.
2–3Imprévisible: Le cypher s'active avec des effets imprévisibles. La MEneuse démtermine les modifications, qui inversent ou déforment un ou plusieurs aspects des effets du cypher, ou qui produisent des effets sur un cypher aléatoire.
4–5Dissipation: Le cypher disparait.
6Décharge: Le cypher s'active aléatoirement, affectant une cible définie aléatoirement dans une portée immédiate du PJ ou dans la portée du cypher (la plus grande des deux).

Cyphers Subtils

(Cypher System Rulebook, page 378)

Les cyphers subtils (non physiques) sont un moyen d'introduire des cyphers dans un jeu sans "éléments puissants" évidents—pas de potions, de cristaux aliens, ou quoi que ce soit de ce genre. Ils sont peut-être les plus utiles dans un cadre moderne ou horrifique sans éléments de fantasy évidents. Les cyphers subtils ressemblent davantage aux capacités inhérentes des PC, ajoutant des augmentations à l'Avantage, récupérant des points des Réserves, proposant des idées, et ainsi de suite. En général, ce sont des effets courants, non surnaturels—un cypher subtil ne créerait pas un faisceau laser ni ne permettrait à un personnage de traverser un mur. Ils ne brisent pas la fragile bulle de crédibilité dans les genres où des pouvoirs et des capacités flashy n'ont pas beaucoup de sens.

Les cyphers subtils sont particulièrement adaptés dans un genre où les PC sont censés être des personnes normales. Les cyphers peuvent simplement être une expression des capacités innées des personnages qui ne sont pas toujours fiables. Et de plusieurs manières, c'est probablement plus réaliste qu'une capacité sur laquelle vous pouvez compter avec certitude, car dans la vraie vie, certains jours vous pouvez sauter par-dessus une clôture, et certains jours vous ne le pouvez tout simplement pas..

Concepts for subtle cyphers include the following:

Découvrir des Cyphers Subtils

(Cypher System Rulebook, page 379)

Étant donné que les cyphers subtils ne sont pas des objets physiques, les MJs devront déterminer quand donner aux PC de nouveaux cyphers pour remplacer ceux qu'ils ont utilisés. Les cyphers ne devraient probablement pas être entièrement liés à des actions sous le contrôle des personnages—en d'autres termes, ils ne devraient pas résulter de la méditation ou de quelque chose de ce genre. Au lieu de cela, La Meneuse devrait choisir des points significatifs dans l'histoire où de nouveaux cyphers pourraient simplement venir sans être demandés par les PJs. Dans une vue d'ensemble, cela n'est pas différent des cyphers manifestes placés comme trésor dans la tanière d'une créature, un cache secret, ou ailleurs pour que les personnages les trouvent. Quoi qu'il en soit, La Meneuse choisit de bons endroits pour "réapprovisionner" les capacités basées sur des cyphers potentiellement utilisées.

Les cyphers subtils se trouvent souvent en groupes d'un à six (La Meneuse peut lancer 1d6 pour déterminer le nombre). La Meneuse pourrait attribuer aléatoirement les cyphers à chaque PC qui a de la place pour plus, ou présenter une sélection de cyphers au groupe et permettre aux joueurs de choisir ceux qu'ils veulent pour leurs personnages. Les personnages devraient immédiatement savoir ce que font leurs cyphers subtils. Si un PC active un cypher subtil de guérison en pensant qu'il s'agit de quelque chose pour ouvrir une serrure, c'est une perte d'une capacité utile du personnage.

Les PJs pourraient être en mesure d'obtenir des cyphers subtils auprès d'PNJ ou dans des circonstances inhabituelles sous forme de cadeaux, de faveurs ou de bénédictions, même en demandant un type particulier de cypher subtil, tel que guérison, protection ou compétence. Par exemple, les PJs qui font un don dans un temple d'une déesse de la guérison pourraient demander à recevoir une bénédiction (cypher subtil) leur permettant de prononcer une prière de guérison qui restaure des points dans l'une de leurs Réserves. Un sorcier PNJ qui doit une faveur aux PJs pourrait leur lancer un sort qui dévie une arme s'ils prononcent un mot magique. Un pylône alien pourrait accorder la connaissance d'un étrange code mental qui permet à une personne de voir dans l'obscurité pendant quelques heures.

Requesting Subtle Cyphers

(Cypher System Rulebook, page 379)

Un PJ peut également acquérir un nouveau cypher subtil en dépensant 1 XP sur l'une des intrusions de joueur suivantes:

Règle Optionnelle: Transférer des Cyphes Subtils

(Rust and Redemption, page 132)

Un PJ avec un cypher subtil peut l'utiliser sur un allié qu'il peut toucher et à qui il peut parler, au lieu de bénéficier lui-même de l'effet. Il accomplit cet exploit en motivant le bénéficiaire par la parole et l'interaction, inspirant ainsi le bénéficiaire de la même manière que le cypher subtil aurait affecté le personnage. Cela utilise l'action du personnage activant le cypher, et non celle du bénéficiaire.


Cyphers Manifestes

(Cypher System Rulebook, page 379)

Comme que les cyphers manifestes sont des objets physiques, et que les gens sont familiers avec l'idée de trouver des 'trésors' dans le cadre d'un JdR, ce genre de cyphers est facile à mettre entre les mains des PJ. Ils sont souvent trouvés en groupes de un à six (la Meneuse peut lancer 1d6 pour déterminer le nombre), généralement parce que les personnages les recherchent. Ils peuvent se trouver parmi les possessions d'un ennemi vaincu, cachés dans une pièce secrète ou dispersés dans les débris d'un vaisseau spatial écrasé. La Meneuse peut préparer à l'avance une liste de ce que les chercheurs réussissent à trouver. Parfois, cette liste est aléatoire, et parfois, il y a une logique derrière. Par exemple, le laboratoire d'un sorcier pourrait contenir quatre potions magiques différentes que les PJ peuvent découvrir.

Si les personnages cherchent des cyphers, la Meneuse peut définir la difficulté de la tâche. C'est en général 3 ou 4, et la fouille va prendre entre 15 minuts et une heure.

Fouiller n'st pas la seule manière d'obtenir des cyphers manfistes. Ils peuvent aussi être donnés comme des présents, négociés avec des marchands ou quelque fois achetés dans des échopes.

Contrairement aux cyphers subtils, les personnages ne savent pas automatiquement ce que fait un cypher manifeste. Une fois que les PJs trouvent un cypher manifeste, l'identifier est une tâche distincte, basée sur l'Intellect et modifiée par la connaissance du sujet en question. Dans un cadre fantastique, cette connaissance serait probablement liée à la magie, mais dans un cadre de science-fiction, elle pourrait être liée à la technologie. La Meneuse fixe la difficulté de la tâche, mais elle est généralement de 1 ou 2. Ainsi, même la plus petite quantité de connaissances signifie que l'identification du cypher est automatique. Le processus prend entre une et dix minutes. Si les PJs ne peuvent pas identifier un cypher, ils peuvent l'apporter à un expert pour identification et peut-être l'échanger, si désiré.

Cyphers Manifestes Copiant des Cyphers Subtils

(Cypher System Rulebook, page 380)

Il y a beaucoup de recoupements qui existent entre ce que peuvent faire les cyphers subtils et les cyphers manifestes. Presque tout ce qui peut être expliqué comme un cypher subtil peut tout aussi facilement être un objet magique, un dispositif scientifique, ou un autre objet manifeste. Un peu de chance qui vous aide à vous faufiler (un cypher subtil) et une potion qui vous aide à vous faufiler (un cypher manifeste) ont exactement le même effet sur un personnage. Un avantage des cyphers manifestes est que les personnages peuvent facilement se les échanger entre eux ou les vendre à des PNJ. En revanche, les cyphers manifestes peuvent être perdus ou volés, alors que les cyphers subtils ne le peuvent pas.

Il n'y a aucun problème si la Meneuse décide d'inclure les deux types de cyphers dans la même partie. Un jeu d'horreur pourrait commencer avec les PJ comme des personnes ordinaires avec des cyphers subtils, mais au fil du temps, ils découvrent des sorts à usage unique dans des tomes occultes, des potions étranges et de la poussière d'os aux pouvoirs mystérieux.


Utiliser des Cyphers

(Cypher System Rulebook, page 380)

L'action pour utiliser un cypher est basée sur l'Intellect sauf mention contraire ou si la logique suggère le contraire. Par exemple, lancer un explosif pourrait être basé sur la Célérité parce que l'appareil est physique et pas vraiment technique, mais utiliser un émetteur de rayon est basé sur l'Intellect.

Étant donné que les cyphers sont des objets à usage unique, les cyphers utilisés pour attaquer ne peuvent jamais être utilisés avec les capacitésPulvérisation ou Tirs en éventail que certains personnages peuvent avoir. Ils ne sont jamais considérés comme des armes à tir rapide.

Les cyphers manifestes identifiés peuvent être utilisés automatiquement. Une fois qu'un cypher manifeste est activé, si son effet est continu, cet effet ne s'applique qu'au personnage qui a activé le cypher. Un PJ ne peut pas activer un cypher et ensuite le remettre à un autre personnage pour qu'il en tire les bénéfices.

Un personnage peut tenter d'utiliser un cypher manifeste qui n'a pas été identifié ; c'est généralement une tâche d'Intellect en utilisant le niveau du cypher. Un échec peut signifier que le PJ ne parvient pas à comprendre comment utiliser le cypher ou qu'il l'utilise incorrectement (à la discrétion du MJ). Bien sûr, même si le PJ active le cypher non identifié, il n'a aucune idée de l'effet qu'il aura.

Les cyphers sont destinés à être utilisés régulièrement et souvent. Si les PJs accumulent ou économisent leurs cyphers, n'hésitez pas à leur donner une raison de les mettre en jeu.

Niveaux et Effets des Cyphers

(Cypher System Rulebook, page 380)

Tous les cyphers ont un niveau et un effet. Le niveau détermine parfois un aspect de la puissance du cypher (combien de dégâts il inflige, par exemple) mais sinon, il ne détermine que l'efficacité générale, de la même manière que le niveau fonctionne pour n'importe quel objet. L'entrée Niveau pour un cypher est généralement un jet de dé, parfois avec un modificateur, comme 1d6 ou 1d6 + 4. La Meneuse peut lancer un dé pour déterminer le niveau du cypher, ou laisser le joueur lancer le dé lorsqu'il reçoit le cypher.

Resolving Cypher Levels and Effects

(OG-CSRD Editorial Addition)

Activating a cypher requires an action, unless the cypher's effects dictate otherwise—for example, Cyphers de Renforcement de Pouvoir are activated at the same time as the ability they affect.

Many times when a character uses a cypher, the effects take hold without the need for a task or a roll. This isn't the case if you're using the cypher to attaque a creature. Tasks related to using a cypher—including attacking—are Intellect-based unless the GM decides otherwise. For example, the GM might allow attacking with a Détonation cypher as Célérité task, because its form is not entirely unlike a thrown weapon.

A cypher's level being lower than a target creature's level doesn't mean the cypher is ineffective. Rather, it is the success of the assigned task when the cypher is used that determines if a cypher's effects take hold. For example, attacking a level 5 troll with a level 3 Détonation (Web) cypher is a matter of succeeding an attack roll against that creature's target number.

Cypher level does determine other interactions with ongoing effects the cypher creates, however—the troll will automatically succeed their Might action to break free on their next turn, while any lower-level creatures would remain caught in the web for several rounds.

A cypher with a level lower than the target's level doesn't mean it is ineffective. Entangling a level 5 troll with several level 3 wolf pets using a level 4 Détonation (Web) cypher is a matter of succeeding on an attack roll against the troll's target number. If the attack is successful, the troll must still use at least one action on its turn to break free from the webbing. The wolves will struggle for quite a while longer the troll frees them over the next three rounds—sooner, if they are smart enough to work together. Clever use of cyphers can resolve an encounter quickly.

How long do the wolves stay stuck? Maybe until the end of the encounter, but the troll might free wolves one at a time with its action. If the wolves are intelligent or especially well-trained, they might work together to free the pack even faster.

Effets Normaux et Fantastiques

(Cypher System Rulebook, page 380)

Les effets des cyphers se divisent en deux catégories : normaux et fantastiques. Les effets normaux sont des choses qui pourraient raisonnablement se produire ou être expliquées dans le monde physique normal que nous connaissons. Les effets fantastiques sont des choses qui ne peuvent pas. Une personne normale pourrait toucher une cible à 73 mètres de distance avec un ballon de football, se remettre rapidement d'un rhume, traverser une corde raide en courant, ou multiplier deux nombres à deux chiffres dans sa tête. Ces tâches sont difficiles, mais possibles. Une personne normale ne peut pas lancer une voiture blindée, régénérer un bras coupé, créer un robot à partir de rien ou contrôler la gravité par la pensée. Ces tâches sont impossibles selon le monde tel que nous le connaissons. Les effets des cyphers sont soit normaux (possibles), soit fantastiques (impossibles selon le monde tel que nous le connaissons).

Les effets normaux des cyphers devraient être disponibles pour les PJ, quel que soit le genre de votre jeu. Il est tout à fait raisonnable qu'un PJ moderne, de fantasy, d'horreur, de science-fiction ou de super-héros possède un cypher qui lui donne un bonus à usage unique sur une attaque ou une tâche de compétence, lui permette de récupérer rapidement quelques points dans une Réserve, ou l'aide à concentrer sa volonté pour éviter les distractions ou la fatigue.

Les effets fantastiques des cyphers devraient être limités aux jeux où la magie, la technologie ou d'autres facteurs étendent la définition de l'impossible. Un cypher qui transforme un cadavre en zombie est inapproprié dans un jeu moderne non fantastique, mais parfaitement raisonnable dans un jeu de fantasy, de science-fiction ou de super-héros, ou même dans un jeu d'horreur où des zombies existent, tant que La Meneuse décide qu'il y a une explication narrative appropriée pour cela. Le cypher de zombie pourrait être un sortilège nécromantique dans un jeu de fantasy ou de super-héros, un code activant un essaim de nanorobots dans un jeu de science-fiction, ou un virus dans un jeu d'horreur. Les règles classent certains effets de cyphers comme fantastiques pour aider La Meneuse à décider s'il convient d'exclure les cyphers qui ne s'intègrent pas dans le jeu qu'ils dirigent. Par exemple, il est approprié pour un MJ dirigeant un jeu de survie d'horreur avec des zombies se déroulant dans la Géorgie des années 1990 d'autoriser le cypher créant des zombies mais pas un cypher de téléportation, car créer un zombie est un effet fantastique qui correspond au cadre, tandis que la téléportation n'en fait pas partie.

Les cyphers fantastiques peuvent être subtile ou manifeste.

Règle Optionnelle : Cyphers Normaux Reproduisant des Effets Fantastiques

(Cypher System Rulebook, page 381)

Si La Meneuse et les joueurs sont prêts à faire preuve d'un peu d'imagination, il est possible d'inclure certains effets fantastiques de cyphers dans un jeu où seuls des effets normaux devraient exister, même si les PJ n'utilisent que des cyphers subtils. Le joueur utilisant le cypher doit simplement trouver une explication pratique et réaliste pour expliquer comment le résultat fantastique s'est produit (peut-être avec un effet beaucoup plus court ou réduit que celui décrit dans le texte du cypher).

Par exemple, un PJ piégé dans une cellule de prison avec un Changeur de Phase pourrait dire qu'au lieu de traverser physiquement le mur, utiliser le cypher signifie qu'il trouve une porte secrète oubliée depuis longtemps, reliée à un couloir étroit menant à la sécurité. Un PJ avec une Détonation (Prolifération) pourrait dire qu'il remarque une boîte de diluant à peinture dans la pièce, la renverse et jette une lampe de table dans la flaque, créant une étincelle et une explosion de flammes momentanées. Un PJ avec une Monolame pourrait dire qu'il repère des défauts structurels dans l'armure de son adversaire, lui permettant d'attaquer pendant tout le combat de manière à ce que l'armure de l'ennemi ne compte pas.

Ces interprétations de cyphers fantastiques dans un cadre non fantastique nécessitent l'ingéniosité des joueurs et la volonté du MJ d'embrasser des solutions créatives (similaires aux joueurs utilisant des intrusions de joueur pour apporter un changement dans le monde du jeu). La Meneuse a toujours le droit de veto sur l'explication de l'effet fantastique, permettant au joueur de choisir une autre action au lieu d'utiliser le cypher fantastique.

Formes des Cyphers Manifestes

(Cypher System Rulebook, page 381)

Aucun des cyphers manifestes dans ce chapitre n'a de forme physique définie. Les entrées ne précisent pas s'il s'agit d'une potion, d'une pilule ou d'un appareil que vous tenez dans vos mains, car ce genre de détail varie beaucoup d'un genre à l'autre. Est-ce de la magie ? De la technologie ? Des créatures symbiotiques avec un ADN programmé ? C'est au MJ de décider. C'est du goût, pas de la mécanique. C'est aussi important ou insignifiant que la coiffure d'un PNJ ou la couleur de la voiture que conduisent les méchants. En d'autres termes, c'est le genre de chose qui est importante dans un jeu de rôle, mais qui en même temps ne change rien (et les JDR regorgent de ce genre de choses, si vous y réfléchissez).

La forme physique d'un cypher manifeste peut être n'importe quoi, mais il existe des choix évidents en fonction du genre. Le MJ peut concevoir un cadre qui n'utilise qu'un seul type—par exemple, un monde magique où tous les cyphers sont des potions fabriquées par des fées. Ou il peut utiliser de nombreux types, en les mélangeant peut-être entre différents genres. Voici quelques suggestions.

Options de Formes des Cyphers Manifestes

(Cypher System Rulebook, page 382)

Fantasy/Contes de Fées

  • Potions
  • Parchemins
  • Plaques runiques
  • Tatouages
  • Charmes
  • Poudres
  • Cristaux
  • Livres avec mots de pouvoirs

Moderne/Romance

  • Drugs (injections, pills, inhalants)
  • Viruses
  • Smartphone apps

Science Fiction/Post-Apocalyptic

  • Drogues (injections, pillules, inhalants)
  • Programmes d'ordinateur
  • Cristaux
  • Gadgets
  • Virus
  • Implants Biologiques
  • Implants Mécaniques
  • Injections Nanotechnologique

Horreur

  • Vers et Insectes Fouisseurs/li>
  • Pages de livres interdits
  • Images Horrifiques

Superhero

  • Formes de tous les autres genres

Notes de l'Editeur — Pour plus d'information sur les formes des cyphers, consultez Formes des Cyphers de Formes des Cyphers en Fantasy et Formes des Cyphers en Contes de Fées.


Une liste de Cyphers variés

Accès Rapide: Tables de Cypher

(Cypher System Rulebook, page 384)

Tous les cyphers de cette section peuvent être des cyphers manifestes. Il appartient à la Meneuse de décider si un cypher particulier peut être un subtle cypher, et cette décision dépend généralement du cadre. (Les tableaux indiquant les cyphers subtils, manifestes et fantastiques ne sont que des suggestions pour un cadre de campagne typique.)

Table de Cyphers Manifestes

(Cypher System Rulebook, page 382)

Fantastic Cypher Table

(Cypher System Rulebook, page 382)

Fantastic Cypher Table
d100Cyphers Fantastiques
01Preneur d'âge
02Bannissement
03–04Clignotement
05Usine Chimique
06Compréhension
07–08Eliminateur de Conditions
09Clignotement Contrôlé
10Détonation (Créature)
11Détonation (Desséchant)
12Détonation (Gravité)
13Détonation (Inversion Gravitationnelle)
14Détonation (Perturbation de la Matière)
15Détonation (Singularité)
16Module de Déguisement
17Perturbation
18Oeil d'Aigle
19Mur Ignifuge
20Cube de Force
21–22Champ de Force
23Projecteur d'Ecran de Force
24Projecteur de Bouclier de Force
25Mur Frigorifique
26–27Nullificateur de Gravité
28Application Annulant la Gravité
29–30Attaque de Chaleur
31Projecteur d'Image
32Mur Infernal
33–34Serviteur Instantané
35Abri Instantané
36Mur d'Eclairs
37–38Contrôle de Machine
39Foreuse d'Attaque Magnétique
40Maître Magnétique
41Bouclier Magnétique
42Faisceau de Manipulation
43Rayon de Transfert de Matière
44Interrupteur de Mémoire
45Brouilleur Mental
46Fusion Mentale
47Mur de Restriction Mentale
48–49Monolame
50Monocorne
51Champ Nul
52–53Champ d'Environnement Personnel
54–55Changeur de Phase
56Disrupteur de Phase
57Poison (explosif)
58Poison (Contrôle Mental)
59Communication Psychique
60Emetteur de Rayon
61Emetteur de Rayon (Commande)
62EmetteurEmetteur de Rayon (Peur) de Rayon (Peur)
63Emetteur de Rayon (Tuer un Ami)
64Ray emitter (mind disrupting)
65Emetteur de Rayon (Engourdissement)
66Emetteur de Rayon (Paralysie)
67Pic de Réalité
68Unité de Réparation/a>
69Répéteur
70–71Rétaliation
72Brillance
73–74Attaque Electrique
75Fabricant d'Esclaves
76Trou Sonore
77–78Atténuateur de Son
79Distorsion Spatiale
80Gardien de Stase
81Champ de Subjugation
82–83Télépathie
84Téléporteur (Sauter)
85Téléporteur (Interstellaire)
86Téléporteur (Planétaire)
87Téléporteur (Voyageur)
88Vision Temporelle
89Dilatation Temporelle (Défensive)
90Dilatation Temporelle (Offensive)
91Intégrateur de Tours
92Vanisher
93–94Visage changer
95Changeur de Visage
96Traducteur Vocal
97–98Amélioration d'Arme
99Ailes
00Champ de Point Zéro
Subtle Cypher Table

(Cypher System Rulebook, page 383)

Power Boost Cypher Table

(Claim the Sky, page 157)

Notes de l'Editeur — Les cyphers Renforcement de l'Efficacité (Mineure) et Renforcement de l'Efficacité (Majeure) n'apparaissent pas dans cette table.


Ray Emitter (Mind Disrupting) ()

Abri Instantané

Instant Shelter (Cypher System Rulebook, page 391)

Activateur Contingent

Contingent Activator (Cypher System Rulebook, page 386)

Adaptateur Aquatique

Water Adapter (Cypher System Rulebook, page 400)

Adhésion

Adhesion (Cypher System Rulebook, page 384)

Aide à la Méditation

Meditation Aid (Cypher System Rulebook, page 392)

Ailes

Wings (Cypher System Rulebook, page 400)

Amplificateur d'Effort (Combat)

Effort Enhancer (Combat) (Cypher System Rulebook, page 388)

Amplificateur d'Effort (Non-combat)

Effort Enhancer (Noncombat) (Cypher System Rulebook, page 388)

Amplificateur d'Intellect

Intellect Booster (Cypher System Rulebook, page 391)

Amplificateur de Puissance

Strength Enhancer (Cypher System Rulebook, page 398)

Amplificateur de Réflexes

Reflex Enhancer (Cypher System Rulebook, page 395)

Amélioration d'Arme

Weapon Enhancement (Cypher System Rulebook, page 400)

d100 Modification
01—10 Facilite l'attaque d'un niveau
11—20 Inflige des dégâts électriques supplémentaires égaux au niveau du cypher
21—30 Inflige des dégâts de froid supplémentaires égaux au niveau du cypher
31—40 Inflige des dégâts de poison supplémentaires égaux au niveau du cypher
41—50 Inflige des dégâts acides supplémentaires égaux au niveau du cypher
51—60 Inflige des dégâts de feu supplémentaires égaux au niveau du cypher
61—70 Inflige des dégâts soniques supplémentaires égaux au niveau du cypher
71—80 Inflige des dégâts psychiques supplémentaires égaux au niveau du cypher
81—90 Recul (sur 18—20 lors d'un jet d'attaque réussi, la cible est repoussée de 30 pieds [9 m])
91—95 Immobilisation (sur 18—20 lors d'un jet d'attaque réussi, la cible ne peut pas agir lors de son prochain tour)
96—97 Facilite l'attaque de deux niveaux
98 Exil (sur 18—20 lors d'un jet d'attaque réussi, la cible est envoyée à un endroit aléatoire à au moins 100 miles [160 km] de distance)
99 Explose, infligeant des dégâts égaux au niveau du cypher à tous ceux dans la portée immédiate
00 Ciblage du cœur (sur 18—20 lors d'un jet d'attaque réussi, la cible est tuée)
Amélioration de Compétence

Skill Boost (Cypher System Rulebook, page 397)

d100 Action
01—15 Attaque au corps à corps
16—30 Attaque à distance
31—40 Défense de Célérité
41—50 Défense de Puissance
51—60 Défense d'Intellect
61—68 Saut
69—76 Escalade
77—84 Course
85—92 Natation
93—94 Furtivité
95—96 Équilibre
97—98 Perception
99 Portage
00 Évasion
Amélioration de Célérité

Speed Boost (Cypher System Rulebook, page 398)

Amélioration de Puissance

Strength Boost (Cypher System Rulebook, page 398)

Amélioration de l'Intelligence

Intelligence Enhancement (Cypher System Rulebook, page 391)

Amélioration de la Connaissance

Knowledge Enhancement (Cypher System Rulebook, page 391)

d100 Connaissance
01—10 Attaques au corps à corps
11—20 Attaques à distance
21—40 Un type de savoir académique ou ésotérique (biologie, histoire, magie, etc.)
41—50 Réparation (parfois spécifique à un appareil)
51—60 Artisanat (généralement spécifique à une chose)
61—70 Persuasion
71—75 Soins
76—80 Défense de Célérité
81—85 Défense d'Intellect
86—90 Natation
91—95 Équitation
96—00 Furtivité
Analeptique

Analeptic (Cypher System Rulebook, page 384)

Antivenin

Antivenom (Cypher System Rulebook, page 384)

Application Annulant la Gravité

Gravity-Nullifying Application (Cypher System Rulebook, page 390)

Attaque de Chaleur

Heat Attack (Cypher System Rulebook, page 390)

Attaque Électrique

Shock Attack (Cypher System Rulebook, page 396)

Attracteur

Attractor (Cypher System Rulebook, page 384)

Atténuateur de Son

Sound Dampener (Cypher System Rulebook, page 397)

Bannissement

Banishing (Cypher System Rulebook, page 384)

Blackout

Blackout (Cypher System Rulebook, page 384)

Bombe à Gaz

Gas Bomb (Cypher System Rulebook, page 389)

d100 Type de Gaz
01—10 Fumée épaisse : occulte la vue tant que le nuage persiste
11—20 Gaz d'étouffement : les créatures vivantes qui respirent perdent leurs actions à cause de l'étouffement et de la toux pendant un nombre de rounds égal au niveau du cypher.
21—50 Gaz empoisonné : les créatures vivantes qui respirent subissent des dégâts égaux au niveau du cypher.
51—60 Gaz corrosif : tout subit des dégâts égaux au niveau du cypher.
61—65 Gaz hallucinogène : les créatures vivantes qui respirent perdent leurs actions à cause des hallucinations et visions pendant un nombre de rounds égal au niveau du cypher.
66—70 Gaz neurotoxique : les créatures vivantes qui respirent subissent des dégâts en Célérité égaux au niveau du cypher.
71—80 Gaz débilitant : les créatures vivantes qui respirent subissent des dégâts en Intellect égaux au niveau du cypher.
81—83 Gaz de peur : les créatures vivantes qui respirent et pensent fuient dans une direction aléatoire de peur (ou sont paralysées par la peur) pendant un nombre de rounds égal au niveau du cypher.
84—86 Gaz d'amnésie : les créatures vivantes qui respirent et pensent perdent définitivement toute mémoire de la dernière minute.
87—96 Gaz soporifique : les créatures vivantes qui respirent s'endorment pendant un nombre de rounds égal au niveau du cypher ou jusqu'à ce qu'elles soient réveillées par une action violente ou un bruit extrêmement fort.
97—00 Gaz de rage : les créatures vivantes qui respirent et pensent attaquent au corps à corps la créature la plus proche et continuent à le faire pendant un nombre de rounds égal au niveau du cypher.
Bouclier Durable

Enduring Shield (Cypher System Rulebook, page 388)

Bouclier Magnétique

Magnetic Shield (Cypher System Rulebook, page 392)

Brillance

Sheen (Cypher System Rulebook, page 396)

Brouilleur Mental

Mental Scrambler (Cypher System Rulebook, page 392)

d100 Effet
01—30 Les victimes ne peuvent pas agir.
31—40 Les victimes ne peuvent pas parler.
41—50 Les victimes se déplacent lentement (portée immédiate) et de manière maladroite.
51—60 Les victimes ne peuvent ni voir ni entendre.
61—70 Les victimes perdent tout sens de la direction, de la profondeur et de la proportion.
71—80 Les victimes ne reconnaissent personne qu'elles connaissent.
81—88 Les victimes souffrent d'amnésie partielle.
89—94 Les victimes souffrent d'amnésie totale.
95—98 Les victimes perdent toutes inhibitions, révélant des secrets et effectuant des actions surprenantes.
99—00 L'éthique des victimes est inversée.
Cache d'Équipement

Equipment Cache (Cypher System Rulebook, page 388)

Capteur d'Information

Information Sensor (Cypher System Rulebook, page 391)

Capteur de Mouvement

Motion Sensor (Cypher System Rulebook, page 393)

Catholicon

Catholicon (Cypher System Rulebook, page 385)

Chaleur

Warmth (Cypher System Rulebook, page 400)

Champ Nul

Null Field (Cypher System Rulebook, page 393)

d100 Effect
01—12 Feu
13—27 Froid
28—39 Acide
40—52 Psychique
53—65 Sonique
66—72 Électrique
73—84 Poison
85—95 Force contondante
96—00 Tranchant et perçant
Champ d'Environnement Personnel

Personal Environment Field (Cypher System Rulebook, page 394)

Champ de Force

Force Field (Cypher System Rulebook, page 389)

Certains champs, boucliers et cubes de force sont transparents. D'autres sont translucides. Quelques-uns sont opaques.

Champ de Point Zéro

Zero Point Field (Cypher System Rulebook, page 400)

Champ de Subjugation

Subdual Field (Cypher System Rulebook, page 398)

Changeur de Phase

Phase Changer (Cypher System Rulebook, page 394)

Changeur de Visage

Visage Changer (Cypher System Rulebook, page 399)

Chasseur/Traqueur

Hunter/Seeker (Cypher System Rulebook, page 390)

d100 Effet du Missile
01—50 Inflige 8 points de dégâts.
51—80 Porte une aiguille empoisonnée qui inflige 3 points de dégâts plus du poison.
81—90 Explose, infligeant 6 points de dégâts à tous ceux dans la portée immédiate.
91—95 Électrocute pour 4 points de dégâts électriques, et étourdit pendant un tour par niveau de cypher.
96—00 Recouvre la cible d'une substance collante qui durcit immédiatement, les retenant jusqu'à ce qu'ils se libèrent avec une action de Puissance (difficulté égale au niveau du cypher + 2).
Clignotement

Blinking (Cypher System Rulebook, page 385)

Clignotement Contrôlé

Controlled Blinking (Cypher System Rulebook, page 386)

Communication Psychique

Psychic Communique (Cypher System Rulebook, page 395)

Compréhension

Comprehension (Cypher System Rulebook, page 385)

Contrôle de Machine

Machine Control (Cypher System Rulebook, page 392)

Cube de Force

Force Cube (Cypher System Rulebook, page 388)

Curatif

Curative (Cypher System Rulebook, page 386)

Densité

Density (Cypher System Rulebook, page 386)

Dilatation Temporelle (Défensive)

Time Dilation (Defensive) (Cypher System Rulebook, page 399)

Dilatation Temporelle (Offensive)

Time Dilation (Offensive) (Cypher System Rulebook, page 399)

Disparition

Vanisher (Cypher System Rulebook, page 399)

Dispositif de Déplacement Visuel

Visual Displacement Device (Cypher System Rulebook, page 399)

Disrupteur de Phase

Phase Disruptor (Cypher System Rulebook, page 394)

Distorsion Spatiale

Spatial Warp (Cypher System Rulebook, page 397)

Désarmement

Disarm (Cypher System Rulebook, page 387)

Détonation

Detonation (Cypher System Rulebook, page 386)

d100 Type de Détonation
01—10 Perturbation cellulaire (n'affecte que la chair)
11—30 Corrosif
31—40 Décharge électrique
41—50 Drain de chaleur (froid)
51—75 Feu
76—00 Éclats

Toutes les détonations infligeant des dégâts infligent un minimum de 2 points de dégâts à ceux dans le rayon, quel que soit le jet d'attaque ou de défense.

Détonation (Créature)

Detonation (Creature) (Cypher System Rulebook, page 386)

Détonation (Desséchant)

Detonation (Desiccating) (Cypher System Rulebook, page 386)

Détonation (Flash)

Detonation (Flash) (Cypher System Rulebook, page 386)

Détonation (Gravité)

Detonation (Gravity) (Cypher System Rulebook, page 387)

Détonation (Inversion Gravitationnelle)

Detonation (Gravity Inversion) (Cypher System Rulebook, page 387)

Détonation (Massive)

Detonation (Massive) (Cypher System Rulebook, page 387)

d100 Type de Détonation
01—10 Perturbation cellulaire (n'affecte que la chair)
11—30 Corrosif
31—40 Décharge électrique
41—50 Drain de chaleur (froid)
51—75 Feu
76—00 Éclats
Détonation (Perturbation de la Matière)

Detonation (Matter Disruption) (Cypher System Rulebook, page 387)

Détonation (Pression)

Detonation (Pressure) (Cypher System Rulebook, page 387)

Détonation (Prolifération)

Detonation (Spawn) (Cypher System Rulebook, page 387)

d100 Type de Détonation
01—10 Perturbation cellulaire (n'affecte que la chair)
11—30 Corrosif
31—40 Décharge électrique
41—50 Drain de chaleur (froid)
51—75 Feu
76—00 Éclats
Détonation (Singularité)

Detonation (Singularity) (Cypher System Rulebook, page 387)

Détonation (Sonique)

Detonation (Sonic) (Cypher System Rulebook, page 387)

Détonation (Toile)

Detonation (Web) (Cypher System Rulebook, page 387)

Espion

Spy (Cypher System Rulebook, page 398)

Explosion de Célérité

Burst Of Speed (Cypher System Rulebook, page 385)

Fabricant d'Esclaves

Slave Maker (Cypher System Rulebook, page 397)

Faisceau de Manipulation

Manipulation Beam (Cypher System Rulebook, page 392)

Foreuse d'Attaque Magnétique

Magnetic Attack Drill (Cypher System Rulebook, page 392)

Fusion Mentale

Mind Meld (Cypher System Rulebook, page 393)

Gardien de Stase

Stasis Keeper (Cypher System Rulebook, page 398)

Inducteur de Sommeil

Sleep Inducer (Cypher System Rulebook, page 397)

Infiltrateur

Infiltrator (Cypher System Rulebook, page 390)

Interrupteur de Mémoire

Memory Switch (Cypher System Rulebook, page 392)

Intégrateur de Tours

Trick Embedder (Cypher System Rulebook, page 399)

Maître Magnétique

Magnetic Master (Cypher System Rulebook, page 392)

Meilleur Outil

Best Tool (Cypher System Rulebook, page 384)

Module de Déguisement

Disguise Module (Cypher System Rulebook, page 388)

Module de Tireur d'Élite

Sniper Module (Cypher System Rulebook, page 397)

Monocorne

Monohorn (Cypher System Rulebook, page 393)

Monolame

Monoblade (Cypher System Rulebook, page 393)

Mort Métallique

Metal Death (Cypher System Rulebook, page 393)

Mur Frigorifique

Frigid Wall (Cypher System Rulebook, page 389)

Mur Ignifuge

Flame-Retardant Wall (Cypher System Rulebook, page 388)

Mur Infernal

Inferno Wall (Cypher System Rulebook, page 390)

Mur d'Éclairs

Lightning Wall (Cypher System Rulebook, page 391)

Mur de Restriction Mentale

Mind-Restricting Wall (Cypher System Rulebook, page 393)

Mémoire Parfaite

Perfect Memory (Cypher System Rulebook, page 393)

Nullificateur de Gravité

Gravity Nullifier (Cypher System Rulebook, page 390)

Nutrition et Hydratation

Nutrition And Hydration (Cypher System Rulebook, page 393)

Perfection

Perfection (Cypher System Rulebook, page 393)

Perturbation

Disrupting (Cypher System Rulebook, page 388)

Pic de Radiation

Radiation Spike (Cypher System Rulebook, page 395)

Pic de Réalité

Reality Spike (Cypher System Rulebook, page 395)

Poison (Contrôle Mental)

Poison (Mind Controlling) (Cypher System Rulebook, page 394)

d100 Action
01—20 Se couche pendant une minute les yeux fermés lorsqu'on lui demande.
21—40 Fuit dans la terreur pendant une minute lorsqu'elle est menacée.
41—60 Répond aux questions honnêtement pendant une minute.
61—75 Attaque un ami proche pendant un round lorsqu'il est à portée immédiate.
76—85 Obéit à la prochaine commande verbale donnée (si elle est comprise).
86—95 Pendant un jour, devient sexuellement attiré par la prochaine créature de sa propre espèce qu'il voit.
96—00 Pendant une minute, se dirige vers le prochain objet rouge aperçu au lieu de toutes les autres actions, ignorant l'autoconservation.
Poison (Explosif)

Poison (Explosive) (Cypher System Rulebook, page 394)

d100 Activation
01—25 Le détonateur est activé (doit être à portée longue).
26—40 Un délai spécifié s'écoule.
41—50 La victime effectue une action spécifique.
51—55 Une note spécifique est chantée ou jouée sur un instrument à portée courte.
56—60 La victime sent une odeur spécifique dans la portée immédiate.
61—80 La victime se rapproche à portée longue du détonateur.
81—00 La victime n'est plus à portée longue du détonateur.
Poison (Perturbation Mentale)

Poison (Mind Disrupting) (Cypher System Rulebook, page 394)

Poison (Émotion)

Poison (Emotion) (Cypher System Rulebook, page 394)

d100 Émotion
01—20 Colère. Prêt à attaquer quiconque n'est pas d'accord avec eux. Très difficile à interagir ; toutes ces actions sont entravées de deux étapes.
21—40 Peur. Fuit dans la terreur pendant une minute lorsqu'il est menacé.
41—60 Désir. Ne peut se concentrer sur aucune activité non sexuelle.
61—75 Tristesse. Toutes les tâches sont entravées.
76—85 Complaisance. N'a aucune motivation. Toutes les tâches sont entravées de deux étapes.
86—95 Joie. Facile à interagir de manière agréable ; toutes les tâches d'interaction agréables sont facilitées.
96—00 Amour. Beaucoup plus facile à interagir ; toutes les tâches d'interaction sont facilitées de deux étapes, mais un attachement temporaire est probable.

d100 Émotion
01—20 Colère. Prêt à attaquer quiconque n'est pas d'accord avec eux. Très difficile à interagir ; toutes ces actions sont entravées de deux étapes.
21—40 Peur. Fuit dans la terreur pendant une minute lorsqu'il est menacé.
41—60 Désir. Ne peut se concentrer sur aucune activité non sexuelle.
61—75 Tristesse. Toutes les tâches sont entravées.
76—85 Complaisance. N'a aucune motivation. Toutes les tâches sont entravées de deux étapes.
86—95 Joie. Facile à interagir de manière agréable ; toutes les tâches d'interaction agréables sont facilitées.
96—00 Amour. Beaucoup plus facile à interagir ; toutes les tâches d'interaction sont facilitées de deux étapes, mais un attachement temporaire est probable.

Porteur de Malédiction

Curse Bringer (Cypher System Rulebook, page 386)

Porteur de Mort

Death Bringer (Cypher System Rulebook, page 386)

Preneur d'Âge

Age Taker (Cypher System Rulebook, page 384)

Projecteur d'Image

Image Projector (Cypher System Rulebook, page 390)

d100 Projection
01—20 Créature terrifiante d'une espèce inconnue, peut-être plus vivante dans le monde (cube de 10 pieds [3 m])
21—40 Machine énorme qui obstrue la vue (cube de 30 pieds [9 m])
41—50 Belle scène pastorale (cube de 50 pieds [15 m])
51—60 Nourriture qui semble délicieuse mais peut ne pas être familière (cube de 10 pieds [3 m])
61—80 Couleur unie qui obstrue la vue (cube de 50 pieds [15 m])
81—00 Scène incompréhensible qui est désorientante et étrange (cube de 20 pieds [6 m])
Projecteur d'Écran de Force

Force Screen Projector (Cypher System Rulebook, page 389)

Projecteur de Bouclier de Force

Force Shield Projector (Cypher System Rulebook, page 389)

Rayon de Nullification

Nullification Ray (Cypher System Rulebook, page 393)

Rayon de Transfert de Matière

Matter Transference Ray (Cypher System Rulebook, page 392)

Renforcement d'Armure

Armor Reinforcer (Cypher System Rulebook, page 384)

d6 Bonus d'Armure
1 +1 à l'Armure
2 +2 à l'Armure
3 +3 à l'Armure
4 +2 à l'Armure, +5 contre les dégâts de feu
5 +2 à l'Armure, +5 contre les dégâts de froid
6 +2 à l'Armure, +5 contre les dégâts d'acide
Repousser

Repel (Cypher System Rulebook, page 396)

Réducteur de Friction

Friction Reducer (Cypher System Rulebook, page 389)

Régénérateur

Rejuvenator (Cypher System Rulebook, page 395)

d100 Stat Pool
01—50 Réserve de Puissance
51—75 Réserve de Célérité
76—00 Réserve d'Intellect
Régénération des Tissus

Tissue Regeneration (Cypher System Rulebook, page 399)

Un cypher de régénération des tissus peut être utilisé pour régénérer un membre perdu (un bras, un pied, une jambe, etc.) ou pour réparer des cicatrices dues à des brûlures et d'autres déformations liées aux tissus. Si le cypher est utilisé de cette manière, il ne restaure qu'1d6 points pendant la durée d'une heure.Un cypher de régénération des tissus peut être utilisé pour régénérer un membre perdu (un bras, un pied, une jambe, etc.) ou pour réparer des cicatrices dues à des brûlures et d'autres déformations liées aux tissus. Si le cypher est utilisé de cette manière, il ne restaure qu'1d6 points pendant la durée d'une heure.

Répéteur

Repeater (Cypher System Rulebook, page 396)

Résistance au Feu

Fireproofing (Cypher System Rulebook, page 388)

Résistance aux Effets

Effect Resistance (Cypher System Rulebook, page 388)

Rétaliation

Retaliation (Cypher System Rulebook, page 396)

Secret

Secret (Cypher System Rulebook, page 396)

Serviteur Instantané

Instant Servant (Cypher System Rulebook, page 391)

Solvant

Solvent (Cypher System Rulebook, page 397)

Source d'Énergie Ininterruptible

Uninterruptible Power Source (Cypher System Rulebook, page 399)

Souvenir

Remembering (Cypher System Rulebook, page 396)

Stabilisateur Mental

Mind Stabilizer (Cypher System Rulebook, page 393)

Stimulant

Stim (Cypher System Rulebook, page 398)

Traceur

Tracer (Cypher System Rulebook, page 399)

Traducteur Vocal

Vocal Translator (Cypher System Rulebook, page 399)

Trou Sonore

Sonic Hole (Cypher System Rulebook, page 397)

Télépathie

Telepathy (Cypher System Rulebook, page 398)

Téléporteur (Interstellaire)

Teleporter (Interstellar) (Cypher System Rulebook, page 398)

Téléporteur (Planétaire)

Teleporter (Planetary) (Cypher System Rulebook, page 398)

Téléporteur (Sauter)

Teleporter (Bounder) (Cypher System Rulebook, page 398)

Téléporteur (Voyageur)

Teleporter (Traveler) (Cypher System Rulebook, page 398)

Unité de Réparation

Repair Unit (Cypher System Rulebook, page 396)

Usine Chimique

Chemical Factory (Cypher System Rulebook, page 385)

d100 Effet du liquide
01—04 Euphorique pendant 1d6 heures
05—08 Hallucinogène pendant 1d6 heures
09—12 Stimulant pendant 1d6 heures
13—16 Dépresseur pendant 1d6 heures
17—20 Supplément nutritionnel
21—25 Antivenin
26—30 Guérit une maladie
31—35 Voir dans le noir pendant une heure
36—45 Restaure un nombre de points de la Réserve de Puissance égal au niveau du cypher
46—55 Restaure un nombre de points de la Réserve de Célérité égal au niveau du cypher
56—65 Restaure un nombre de points de la Réserve d'Intellect égal au niveau du cypher
66—75 Augmente l'Avantage de Puissance de 1 pendant une heure
76—85 Augmente l'Avantage de Célérité de 1 pendant une heure
86—95 Augmente l'Avantage d'Intellect de 1 pendant une heure
96—00 Restaure toutes les Réserves au maximum
Vision Nocturne

Darksight (Cypher System Rulebook, page 386)

Vision Temporelle

Temporal Viewer (Cypher System Rulebook, page 399)

Vision aux Rayons X

X-Ray Viewer (Cypher System Rulebook, page 400)

Vision à Distance

Farsight (Cypher System Rulebook, page 388)

Vision à Distance

Remote Viewer (Cypher System Rulebook, page 396)

Électrisant

Shocker (Cypher System Rulebook, page 396)

Éliminateur de Conditions

Condition Remover (Cypher System Rulebook, page 385)

d20 Condition
1 Addiction à une substance
2 Maladie auto-immune
3 Infection bactérienne
4 Mauvaise haleine
5 Ampoules
6 Ballonnements
7 Cancer
8 Lèvres gercées
9 Flatulence
10 Gueule de bois
11 Brûlures d'estomac
12 Hoquet
13 Poils incarnés
14 Insomnie
15 Problème articulaire
16 Crampes musculaires
17 Boutons
18 Psychose
19 Torticolis
20 Infection virale
Émetteur de Rayon

Ray Emitter (Cypher System Rulebook, page 395)

d100 Type d'Énergie
01—50 Chaleur/lumière concentrée
51—60 Radiation perturbatrice cellulaire
61—80 Force
81—87 Onde magnétique
88—93 Perturbation des liaisons moléculaires
94—00 Froid concentré

Émetteurs de Rayon Encore Plus Étranges :

Émetteur de Rayon (Commande)

Ray Emitter (Command) (Cypher System Rulebook, page 395)

Émetteur de Rayon (Engourdissement)

Ray Emitter (Numbing) (Cypher System Rulebook, page 395)

Émetteur de Rayon (Paralysie)

Ray Emitter (Paralysis) (Cypher System Rulebook, page 395)

Émetteur de Rayon (Tuer un Ami)

Ray Emitter (Friend Slaying) (Cypher System Rulebook, page 395)

Émetteur de Rayon (Peur)

Ray Emitter (Fear) (Cypher System Rulebook, page 395)

Œil d'Aigle

Eagleseye (Cypher System Rulebook, page 388)


Cyphers de Renforcement de Pouvoir

(Cypher System Rulebook, page 401)(Claim the Sky, page 157)

Ces cyphers augmentent, modifient ou améliorent les pouvoirs d'un personnage. Un cypher d'explosion d'augmentation, par exemple, va autoriser quelqu'un avec le focus Se Revêt d'un Halo de Feu de créer une explosion de feu dans toutes les directions, une seule fois. Imaginez cela comme si la puissance de lacapacité de manipulation de feu d'un personnage explosait d'un coup.

Les Cyphers de Renforcement de Pouvoir affecte une utilisation des capacités d'un personnage mais ne nécessite aucun action Leur utilisation fait parti de l'action qu'ils affectent.

Les Cyphers de Renforcement de Pouvoir sont un type spécial de cypher. Dans certains carde de campagne du Cypher System, ils peuvent ne pas être appropriés, et dans d'autres, ce sont les principaux (et seuls) type de cyphers disponibles, selon le choix de la Meneuse. Ils peuvent être subtiles ou manifestes.

Renforcement de Zone

(Cypher System Rulebook, page 401)

Renforcement Explosive

(Cypher System Rulebook, page 401)

Renforcement des Dommages

(Cypher System Rulebook, page 401)

Renforcement de l'Efficacité

(Claim the Sky, page 157)

Renforcement de l'Efficacité (Majeure)

(Cypher System Rulebook, page 401)

Ce type de cypher pourrait être approprié uniquement dans des campagnes de super-héros, du moins de manière régulière.

Renforcement de l'Efficacité (Mineure)

(Cypher System Rulebook, page 401)

Renforcement de l'Energie

(Cypher System Rulebook, page 401)

Renforcement de Portée

(Cypher System Rulebook, page 401)

Renforcement de Niveaux d'Energie

(Claim the Sky, page 158)

Renforcement de Cascade

(Claim the Sky, page 158)

Renforcement de Cibler

(Cypher System Rulebook, page 401)


Chapitre 25 Running the Cypher System

Accès Rapide: Running the Cypher System

Notes de l'Editeur — Chapitre 25: Running the Game of the Cypher System Rulebook features a wealth of guidance on many subjects not included in the CSRD. A list of these sections is detailed in Cypher System Rulebook — What's in the Book?.

Additionally, this blog post on Keeping to the Theme by Monte Cook offers some excellent advice that is applicable to the Cypher System: when you're not sure how proceed, reflect the genre(s) that inform your game and ask yourself: what happens in stories like these? What kind of behaviors will changes to the rules encourage or reward? This kind of reflection is useful to help decide on the use of optional rules or other changes to the game, and also when making decisions and rulings during a session.

Tying Actions to Stats

(Cypher System Rulebook, page 416)

Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is tied to that action.

Puissance
Physical actions that involve brute force or endurance use Puissance.
Célérité
Physical actions that involve quickness, coordination, or agility use Célérité.
Intellect
Actions that involve intelligence, education, insight, willpower, or charm use Intellect.

In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good thing because it encourages player creativity. Just don't let it be abused by an exuberant or too-clever player. It's well within your purview to decide that the door has no flaws, or to rule that the character's attempt will take half an hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the rule.

Notes de l'Editeur — For more on tying actions to stats, see Determining Task Stat.


Setting Difficulty Ratings

(Cypher System Rulebook, page 403)

The GM's most important overall tasks are setting the stage and guiding the story created by the group (not the one created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game. Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the "teach a person to fish" style of good game mastering in mind. (If you don't know what that means, it comes from the old adage "Give a person a fish and they'll eat for a day. Teach a person to fish and they'll eat for a lifetime." The idea is not to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of course, most of the time, it's not a matter of exact precision. If you say the difficulty is 3 and it "should" have been 4, the world's not over.

For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10 being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind for assigning difficulty to a task.

Difficulté d'une Tâche

(Cypher System Rulebook, page 404)

Difficulté d'une Tâche
Difficulté d'une Tâche Nombre Seuil Taux de Réussite de la Tâche Description Guidance
0 (0) 100% Routine Anyone can do this basically every time.
1 (3) 90% Simple Most people can do this most of the time.
2 (6) 75% Standard Typical task requiring focus, but most people can usually do this.
3 (9) 60% Demanding Requires full attention; most people have a 50/50 chance to succeed.
4 (12) 45% Difficult Trained people have a 50/50 chance to succeed.
5 (15) 30% Challenging Even trained people often fail.
6 (18) 15% Intimidating Normal people almost never succeed.
7 (21) Formidable Impossible without skills or great effort.
8 (24) −15% Heroic A task worthy of tales told for years afterward.
9 (27) −30% Immortal A task worthy of legends that last lifetimes.
10 (30) −45% Impossible A task that normal humans couldn't consider (but one that doesn't break the laws of physics).

Notes de l'Editeur — This table has been amended by the editor to include task success rates as a percentage.

For example, we make the distinction between something that most people can do and something that trained people can do. In this case, "normal" means someone with absolutely no training, talent, or experience—imagine your ne'er-do-well, slightly overweight uncle trying a task he's never tried before. "Trained" means the person has some level of instruction or experience but is not necessarily a professional.

With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that's only 3 inches (8 cm) wide? That's probably more like difficulty 3. Now consider walking across a tightrope. That's probably difficulty 5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it's still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is spécialisé in the task, making it difficulty 3 for them. They probably are using Effort as well during their performance.

Let's try another task. This time, consider how hard it might be to remember the name of the previous leader of the village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and how well known they were. Let's say it was thirty years ago and they were only mildly memorable, so it's difficulty 1. Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let's consider the name of the leader's daughter. That's much harder. Assuming the daughter wasn't famous in her own right, it's probably difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject) might not be able to remember it. But what about the name of the pet dog owned by the daughter's spouse? That's probably impossible. Who's going to remember the name of an obscure person's pet from thirty years ago? Basically no one. However, it's not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the rating that means "No one can do this, yet some people still do." It's not the stuff of legend, but it's something you would assume people can't do. When you think there's no way you can get tickets for a sold-out concert, but somehow your friend manages to score a couple anyway, that's difficulty 7. (See the next section for more on difficulties 7, 8, 9, and 10.)

If you're talking about a task, ideally the difficulty shouldn't be based on the character performing the task. Things don't get inherently easier or harder depending on who is doing them. However, the truth is, the character does play into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating should be the same for both. Let's say that the automaton's nature effectively gives it two levels of training in such tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2, it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a target number of 12. However, when you set the difficulty of breaking down the door, don't try to take all those differences into account. The GM should consider only the human because the Difficulté d'une Tâche table is based on the ideal of a "normal" person, a "trained" person, and so on. It's humanocentric.

Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate compétence or atout to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as difficulty 2 or even 1, and those are easy rolls to make. Don't hesitate, then, to pull out higher-level difficulties. The PCs can rise to the challenge, especially if they are experienced.

The Impossible Difficulties

(Cypher System Rulebook, page 404)

Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can't roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can reduce difficulty. If someone spends a little Effort or has some compétence or help, it brings difficulty 7 (target number 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but perhaps once per game session. You have to be ready for that. A well-prepared, motivated sixth-tier character can do that even with a difficulty 10 task. Again, they won't do it often (they'd have to apply six levels of Effort, and even with an Avantage of 6 that would cost 7 points from their Réserve, and that's assuming they're specialized and have two levels of atouts), but it can happen if they're really prepared for the task (being specialized and maxed out in asset opportunities reduces the difficulty by four more steps). That's why sixth-tier characters are at the top of their field, so to speak.

Notes de l'Editeur — Challenging PCs with power shifts might require task difficulties as high as 15. See Really Impossible Tasks for some examples.

False Precision

(Cypher System Rulebook, page 405)

One way to look at difficulté is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It's measured in large portions. You never have a target number of 13 or 14, for example—it's always 3, 6, 9, 12, 15, and so on. (Technically, this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this is not worth much discussion.)

Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could, is the difference worth noting? It's better to interact with the world in larger, more meaningful chunks than to try to parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not difficulty), we'd start to get lost in the proverbial weeds coming up with a meaningful distinction between something rated as an 8 and something rated as a 9 on that scale.

Routine Actions

(Cypher System Rulebook, page 406)

Don't hesitate to make actions routine. Don't call for die rolls when they're not really needed. Sometimes GMs fall into the trap illustrated by this dialogue:

GM: What do you do?

Player: I _________.

GM: Okay, give me a roll.

That's not a good instinct—at least, not for the Cypher System. Players should roll when it's interesting or exciting. Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit, you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can come undone at the wrong time, or a character's hand can slip? Most of the time, that makes players feel inadequate and isn't a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great complication (and that's what GM intrusions are for). A rope coming undone in the middle of a simple "getting from point A to point B" scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.

There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must climb halfway down, pull a lever, and come back up, that's a situation where you should set difficulty and perhaps have a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have real consequences.

On the flip side, don't be afraid to use intrusion de la Meneuse on routine actions if it makes things more interesting. Walking up to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge ramifications for the character and the story.

Other Ways to Judge Difficulty

(Cypher System Rulebook, page 407)

Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as rating an object or creature on a similar scale, if that's easier. In other words, if you don't know how hard it would be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be? You could look in Chapitre 22: Creatures and say "I think this wall should be about as difficult to deal with as a demon. A demon is level 5, so the task of climbing the wall will be difficulté 5." That's a weird way to do it, perhaps, but it's fairly straightforward. And if you're the kind of GM who thinks in terms of "How tough will this fight be?" then maybe rating tasks as creatures or NPCs to fight isn't so strange after all. It's just another way to relate to them. The important thing is that they're on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object. If you're used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a different kind of barrier to bust through.

Everything in the Cypher System—characters, créatures, objects, tasks, and so on—has a level. It might be called a tier or a difficulty instead of a level, but ultimately it's a numerical rating system used to compare things. Although you have to be careful about drawing too many correlations—a first-tier character isn't easily compared to a difficulty 1 wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in the world. (It works best to take PCs out of this equation. For example, you shouldn't try to compare a PC's tier to a wall's level. Character tiers are mentioned here only for completeness.)

Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20 is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus, if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12, 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)

For some people, it's easier to think in terms of a percentage chance. A GM might think "She has about a 30% chance to know that fact about geography." Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or higher, that means the target number is 15. (And that means the task is level 5, but if you've already determined the target number, you likely don't care about the level.)

Notes de l'Editeur — The Difficulty Dial presented in Chapitre 11: Règles du Jeu provides a visual representation of difficulties, target numbers, and percentage chance of success.

Advantages to This System

(Cypher System Rulebook, page 407)

  1. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do arithmetic using a range of all numbers from 1 to 20.

  2. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that the target number is 12, it's 12 every time a PC tries that action. (On the other hand, if you had to add numbers to your die roll, you'd have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that they need to roll a 12 or higher to hit a foe, combat moves very quickly.

  3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn't roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, but the difficulty is reduced for the gymnast. There's no chance of failure.

  4. This is how everything in the game works, whether it's climbing a wall, sweet-talking a guard, or fighting a bioengineered horror.

  5. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn't use dice to determine what happens (unless you want to)—the players do. There aren't a lot of different rules for different actions, so there is little to remember and very little to reference. The difficulty can be used as a narrative tool, with the challenges always meeting the expected logic of the game. All the GM's mental space can be devoted to guiding the story.

Vague Difficulty

(OG-CSRD Editorial Addition)

When players are new to the game, it is a good idea to tell them the difficulté of the task ahead. Doing so lets them make informed decisions about whether or not to use Effort to ease a task.

This table can be used when a GM wants to withhold exact difficulty, for example, in a situation perhaps the players don't know what they are doing, or are not in the position to fully understand the circumstances—or witness the results—of their attempted task. In such instances, the GM can provide a vague sense of how difficult the PC believes the task will be.

Vague Difficulty
Difficulty Vague Description
0 Routine (succeeds with no roll required)
1–2 Easy
3–4 Average
5–6 Difficult
7–10 Impossible (only those with compétences, atouts, or who use Effort will succeed)
11–15 Really Impossible (only high-tier characters, those with cyphers that ease tasks, or power shifts will succeed, and even that might require some luck)

Graduated Difficulty

(OG-CSRD Editorial Addition)

This section is based on Graduated Success (417) in the Cypher System Rulebook.

In some instances, the GM might not assign a difficulté at all, and simply ask for a roll. This is useful for tasks related to perception, social interaction, sensing motives, understanding, identifying, or remembering. These tasks might allow for different outcomes at several difficulties, and so might benefit from lacking an assigned numerical difficulty. With each additional difficulty the roll succeeds against, the GM might provide additional relevant information or appropriate other benefits.

Alternatively, consider setting a difficulty and employ appropriate results based on how many steps above or below the difficulty the roll succeeds against:

Graduated Difficulty Effects
d20 Roll ResultNarrativeEffect
1"No, and…"intrusion de la Meneuse
2 or more levels below task difficulty"No…"
1 level below task difficulty"Yes, but…"
Success"Yes…"
19"Yes, and…"Minor effect
20"Yes, and…"Major effect

Passive Difficulty

(OG-CSRD Editorial Addition)

This section is based on The Flow of Information (416) and Failure to Notice (417) in the Cypher System Rulebook.

Because the player always rolls, it can be unclear how the GM should proceed if the PCs are unaware of important aspects of their situation. The GM can prompt a PC for a roll without telling them anything about what it's for, but this might arouse unwanted suspicion. Instead, the GM can compare the PC's tier to the difficulté of the task, and add 1 for each of the PC's applicable compétences and atouts. Any ties are decided in the PC's favor.

For example, a tier 3 PC is spécialisé in tracking and has aBeast Companion—a faithful bloodhound, whose modification that provides an asset to tracking tasks. This make's the PC's passive total 3 (tier) plus 2 (skills) plus 1 (asset) equals 6. So, the PC would detect the presence of a dangerous level 6 creature before it pounced upon a fellow party member—as almost a passive routine action.

Passive difficulty provides the GM with a way to think about providing directly to PCs' unique senses, knowledges, abilities, skills, and personal pasts—honoring of all the choices the player made whilst creating their character, and since the start of the game. The GM should strive to be generous with information—after all, information and answers are two very different things, and a well-informed party can make more compelling choices about what they do next. Events like ambushes, or a PC discovering they have been pickpocketed can easily be introduced via intrusion de la Meneuse, so it's best to describe the situation in a way that invites further action from the PCs rather than withhold critical information.


GM Intrusion

Accès Rapide: GM Intrusion
Accès Rapide: General GM Intrusions
Accès Rapide: Specific GM Intrusions

(Cypher System Rulebook, page 408)

GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It's also a handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what goes on in the world outside the characters. Can the minotaur track the PCs' movements through the maze? Will the fraying rope hold?

Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if the PCs are fighting a noble's guards, and you (the GM) know that there are more guards nearby, you don't need to roll dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the GM's die rolling.

The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering, and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever. And, obviously, a player can't refuse an intrusion if they have no XP to spend.)

Here's how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right order in which to press the buttons, and a section of the floor disappears. As the GM, you don't ask the players specifically where their characters are standing. Instead, you give a player 1 XP and say "Unfortunately, you're standing directly over this new hole in the floor." If the player wanted, they could refuse the XP, spend one of their own, and say "I leap aside to safety." Most likely, though, they'll make the jet de défense that you call for and let it play out.

There are two ways for the GM to handle this kind of intrusion. You could say "You're standing in the wrong place, so make a roll." (It's a Célérité defense roll, of course.) Alternatively, you could say "You're standing in the wrong place. The floor opens under your feet, and you fall down into the darkness." In the first example, the PC has a chance to save themselves. In the second example, they don't. Both are viable options. The distinction is based on any number of factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even capricious, but you're the master of what the intrusion can and can't do. RPG mechanics need consistency so players can make intelligent decisions based on how they understand the world to work. But they'll never base their decisions on GM intrusions. They don't know when intrusions will happen or what form they will take. GM intrusions are the unpredictable and strange twists of fate that affect a person's life every day.

When player modifications (such as compétence, Effort, and so on) determine that success is automatic, the GM can use GM intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or target number 20, whichever is lower.

Remember, any time you give a player 1 XP for a intrusion de la Meneuse, you're actually giving them 2—one to keep and one to give to another player.

Using GM Intrusion as a Narrative Tool

(Cypher System Rulebook, page 408)

A GM can use this narrative tool to steer things. That doesn't mean railroad the players or direct the action of the game with a heavy hand. GM intrusion doesn't enable you to say "You're all captured, so here's your 1 XP." Instead, the GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion represents things going wrong. The bad guys planning well. Fortune not favoring the characters.

Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don't stay there long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of a specific antitoxin, which the group doesn't have. Of course, they aren't required to go back to the village where the GM's interesting adventure can start, but it's likely that they will, looking for the antitoxin.

Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but a nudge here and there.

What's more, the GM doesn't need to have a deliberate goal in mind. The complication you introduce could simply make things more interesting. You might not know where it will take the story, just that it will make the story better.

This is wonderfully empowering to the GM—not in a "Ha ha, now I'll trounce the PCs" way, but in an "I can control the narrative a little bit, steering it more toward the story I want to create rather than relying on the dice" sort of way. Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic fiction, this is such a staple that it would almost seem strange if it didn't happen. But in many roleplaying games, it's a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy's clutches before they're captured. The dice have to be wildly against them. It virtually never happens. With intrusion de la Meneuse, it could happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs being captured with little explanation or chance to react).

For example, let's say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt. Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option. Some players won't take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped PCs on the head and render them unconscious while their friends struggle in the net. If the players still don't surrender, it's probably best to play out the rest of the encounter without more GM intrusions—using more would be heavy-handed by anyone's measure—although it's perfectly reasonable to rule that a character rendered debilitated is knocked unconscious, since the orcs are trying to take the PCs alive.

Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction with NPCs can have big repercussions.

Using GM Intrusion as a Resolution Mechanic

(Cypher System Rulebook, page 409)

This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice, compare the NPCs' stats to the door's stats, and so on, or you could wait until the most interesting time, have the bad guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don't base things on stats but on narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.

This isn't cheating—it's the rules of the game. This rule simply replaces traditional dice rolling with good game mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will break at some point, the game has a mechanism to ensure that it breaks at just the right time.

There's a better way. Announce your intrusion, but say that there's only a chance it will happen (state the percentage chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice. Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.

Using (and Not Abusing) GM Intrusion

(Cypher System Rulebook, page 410)

Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play. This is in addition to any intrusions that are triggered by players rolling a 1.

Intrusion Through Player Rolls

(Cypher System Rulebook, page 410)

When a PC rolls a 1, handle the GM intrusion the same way that you'd handle an intrusion you initiated. The intrusion could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these alternatives:

This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM, though they regularly use XP to avoid an intrusion that comes from a bad roll. And there's nothing wrong with that. Some GMs might want to forbid using an XP to reroll a 1, but there's really no point—if you've got an idea for a good intrusion, you don't need to wait until a player rolls a 1 to use it.

Notes de l'Editeur — Optional rules like Horror Mode and other special effects can increase the "GM intrusion range" or "GM intrusion rate", making intrusions through player rolls more likely. For example, if an effect increases the GM intrusion rate by two points, the effected PC triggers a GM intrusion on a roll of 1–3.

Externalizing GM Intrusion Through Player Rolls

(OG-CSRD Editorial Addition)

One of the keys to understanding GM intrusions is right there in the name—intrusion—even in response to a player rolling a 1. As noted in many of the example GM intrusions below, these moments don't have to be rooted in a PC failure, but instead can be something unexpected, undiscovered, and entirely external to the PC—something rooted in the world, situation, or opposition they are facing. It is an unfortunate fact that many players have had experience with games and GMs who respond to rolling a 1 by humiliating the PC, or preventing them from taking an action, but usually all this manages to do is bring the game to a halt. In the Cypher System, a good GM intrusion is revelatory: it reveals something about the world and invites further action in response. For example:

Whether they are triggered by a player rolling 1 or not, GM intrusions are there to help you be flexible: they can create corrective measures for the game pacing's or direction, make an important statement, or reveal a complication rooted in something the players overlooked, or bring something from the background of the story toward the center of it. In the end, the best GM intrusions don't delay the action, but help move the story forward.

GM Intrusion That Affects the Group

(Cypher System Rulebook, page 410)

The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and explode, harming all the characters? In this case, if no PC is involved more than the others (for example, no single PC was frantically attempting to repair the device), you should give 1 XP to each character but not give any of them an extra XP to hand out to someone else.

However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if they are more personal.

Example GM Intrusions

(Cypher System Rulebook, page 411)

It's not a good idea to use the same events as GM intrusions over and over ("Dolmar dropped his sword again?"). Below are a number of different intrusions you can use.

Notes de l'Editeur — GM intrusions are an integral part of Cypher System design. Most créatures and Pièges include at least one GM intrusion. GM intrusions are a crucial source of Experience Points (XP)—so make them a part of your session preparation!

Bad Luck

(Cypher System Rulebook, page 411)

Through no fault of the characters, something happens that is bad or at least complicating. For example:

An Unknown Complication Emerges

(Cypher System Rulebook, page 411)

The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at least at the start. For example:

An Impending Complication Emerges

(Cypher System Rulebook, page 411)

GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM's choosing—ideally when it would be most interesting. For example:

Opponent Luck or Skill

(Cypher System Rulebook, page 411)

The PCs aren't the only ones with surprising tricks up their sleeves. For example:

Fumbles

(Cypher System Rulebook, page 411)

Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the GM could simply declare that a fumble has occurred. In either case, consider the following examples:

Partial Success

(Cypher System Rulebook, page 411)

GM intrusion doesn't have to mean that a PC has failed. For example:

Player Intrusions
Accès Rapide: Player Intrusions

(Cypher System Rulebook, page 412)

Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in the GM's purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of the world beyond the character. "I punch my foe really hard" is an expression of Effort or perhaps character ability. "My foe slips and falls backward off the ledge" is a player intrusion.

Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard snaps), feature (there's a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not more than that. A player intrusion can't affect a whole village or even a whole tavern in that village. A rock can come loose, but a player intrusion can't create a landslide.

Notes de l'Editeur — In Chapitre 5: Type, it is recommended that intrusions de joueur be limited to no more than one per player per session.


Cyphers

(Cypher System Rulebook, page 420)

You should think of cyphers as character abilities, whether they're cyphers subtils or cyphers manifestes. This means that it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels, the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can carry, they will use them liberally.

Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in villages, in the back of a merchant's cart that sells and scavenged parts. They are offered as rewards by people who are grateful for the PCs' help.

Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same amount of time (give or take). Thus, you can simply add up the number of cyphers the PCs can carry, and on average, they should find at least that many cyphers in a given adventure.

If your players are typical, they will use combat-related cyphers liberally but hold onto their utility cyphers. A ray emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character sheets.

As with everything else in the game, it's intentionally very easy for the GM to create new cyphers. Just think of the effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow the user to do something better, and those that allow the user to do something they couldn't do otherwise.

The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or any number of other powers.

A few more important notes about devising new cyphers:

Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn't wrecked if a player has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.

It's all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren't at their full capacity.

Cypher Decks

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Finding a way to distribute cyphers quickly and efficiently can be a challenge. Old Gus' Cypher Decks (OG-CD) is a PDF that includes roll tables, card-sized handouts for each cypher, reference cards for the rules of cypher use, and templates for you to create your own cyphers ahead of—or during—the game.

Additional Cyphers

If you can't get enough cyphers, consider purchasing one the products in the What in the Book? section, or reading through Old Gus' Daft Drafts, Chapitre 9: Cyphers. These cyphers are also included in the OG-CD.

Cyphers Video

Artifacts

Accès Rapide: Artifacts

(Cypher System Rulebook, page 421)

In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they serve a very different purpose. It's assumed that characters are exploring with some cyphers at their disposal. Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren't assumed—they're extra.

The powers granted by artifacts are more like the abilities gained from a character's type or focus in that they change the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be their last.

Like cyphers, then, artifacts are a way for the GM to play a role in the development of the characters. Although armor, weapons, and the like are fine, special capabilities—such as long-range communication or travel—can really change the way the PCs interact with the world and how they deal with challenges. Some of these abilities enable the actions you want the PCs to take. For example, if you want them to have an underwater adventure, provide them with artifacts (or cyphers) that allow them to breathe underwater.

Also like cyphers, artifacts are simple for the GM to create. The only difference with artifacts is that you give them a depletion roll, using any numbers on 1d6, 1d10, 1d20, or 1d100. If you want the artifact to be used only a few times, give it a depletion roll of 1 in 1d6, 1 or 2 in 1d10, or even 1 or 2 in 1d6. If you want the PCs to use it over and over, a depletion roll of 1 in 1d100 more or less means that they can use it freely without worrying too much.

You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.

Règle Optionnelle: Reviving Artifacts

(It's Only Magic, page 95)

While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character might take an artifact to a well-known repair person who charges a pretty penny for their services, they could make a bargain with a powerful entity who has special magic to bring items back to life, or they might sneak into a corporation to steal a prototype power source to get their artifact back in working condition.

Typically, a revived artifact has the same depletion rate as it did when it was new. However, some repairs or fixes may be less substantial than others. In this case, move the depletion rate down to the next smaller die type. So an artifact that started at 1 in 1d100 would now be 1 in 1d20 (and if repaired again, might be 1 in 1d10). If the artifact's depletion is already using a d6, double the depletion number (for example, from 1–2 in 1d6 to 1–4 in 1d6). If the depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the artifact's depletion to "automatic."

Notes de l'Editeur — For more on artifacts, see Artifacts in Chapitre 10: Equipment.


Skills and Other Abilities

(Cypher System Rulebook, page 421)

Sometimes, the rules speak directly to character creativity. For example, players can make up their own compétences. It's possible to have a skill called "tightrope walking" that grants a character a better chance to walk across a tightrope, and another skill called "balance" that gives a character a better chance to walk across a tightrope and perform other balance actions as well. This might seem unequal at first, but the point is to let players create precisely the characters they want. Should you let a character create a skill called "doing things" that makes them better at everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having one or two single skills that cover every contingency is clearly not in the spirit.

It's important that players play the character they want. This concept is supported not only with the open-ended skill system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM should be open to allowing a player to make small modifications to refine their character. In many cases, particularly ones that don't involve stat Réserves, Armure, dommages inflicted, or the costs of Effort or capacités spéciales, the answer from the GM should probably be "Sure, why not?" If a PC ends up being really good at a particular compétence—better than they "should" be—what's the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play experience or the story that develops? It doesn't. If Helen can pick practically any mundane lock she finds, why is that a bad thing? In fact, it's probably good for the game—there's likely something interesting on the other sides of those doors.

In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to say "No, that's not possible." But sometimes, if it makes sense, open yourself up to the possibility.

Skill Categories

(OG-CSRD Editorial Addition)

This section is based on The (Unwritten) Rules on Skills in Numenera by the Infinite Construct.

Here is a framework for thinking about compétences and character progression: Because skills are one way of modifying the difficulty of a task, it can be helpful to think of a skill as falling into one the following three categories:


NPCs and Death

(Cypher System Rulebook, page 424)

As explained in Chapitre 11: Règles du Jeu, NPCs have a health score rather than three stat Réserves. When an NPC reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they're probably dead. If they're mentally assaulted with a telepathic attack, they might be insane instead. If they're hit over the head with a club, well, that's your call.

It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to speak.


Creatures

(Cypher System Rulebook, page 425)

Whenever possible, créatures should be handled like other NPCs. They don't follow the same rules as the player characters. If anything, they should have greater latitude in doing things that don't fit the normal mold. A many-armed beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable distance and attack as part of a single action.

Consider creature size very carefully. For those that are quick and hard to hit, hinder attacks against them. Large, strong creatures should be easier to hit, so ease attacks against them. However, you should freely give the stagger ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an immediate Puissance jet de défense or lose its next turn.

A creature's level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed, and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level, and a huge beast that isn't very bright and isn't much of a fighter could be low level. But these examples go against type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.

The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability should be a given level, and there is no rule dictating how many abilities a creature of a given level should have. But keep the spirit of the system in mind. Lower-level creatures are less dangerous. A level 1 creature could be poisonous, but its venom should inflict a few points of damage at most. The venom of a level 6 creature, however, might knock a PC down a step on the damage track or put them into a coma if they fail a Puissance jet de défense. A low-level creature might be able to fly, phase through objects, or teleport because these abilities make it more interesting but not necessarily more dangerous. The value of such abilities depends on the creature that uses them. In other words, a phasing rodent is not overly dangerous, but a phasing battle juggernaut is terrifying. Basic elements such as health, damage, and offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be tied directly to level—higher-level creatures get better abilities and more of them.

Modifying Creatures

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Accès Rapide: Modifying Creatures

Creature Templates

Beefed Up

(Cypher System Rulebook, page 435)

Apply the following stat adjustments to a beefed up creature.

Multiple Boosts: If you need a really beefed up foe, you can boost a creature more than once.

Notes de l'Editeur — This example template is based on Challenging Characters (435) in the Cypher System Rulebook, and provides a basic "boost package"—for example, turning a goblin into a more powerful "hobgoblin" variant. It also gives you an idea on how to start creating your own templates.

Bigger and Tougher

(Godforsaken, page 97)

If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't the default for its level, take that into account at the modified creature's new level.

A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.

Notes de l'Editeur — The difficulty to avoid a stagger is the level of the creature (unless any modifications change that). Repeatedly losing a turn will probably not be much fun for most players, so consider "dazing" the PCs, hindering their actions instead.

Blighted

(Rust and Redemption, page 94)

A blighted creature or NPC is touched by a mutation and/or a contagion that makes them more dangerous than standard creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger—or at least wirier—than average, which explains why it's survived so long, even blighted. A blighted creature shows signs of degradation—such as a bacterial, viral, or even mycological infection-tracing disturbing sores, scars, or encrustations across its skin or hide. The specifics are up to you. Many blighted creatures and people are hungry and hurt, acting rabidly. But an NPC could just as easily retain human sentiment despite their deteriorated condition.

Apply the following stat adjustments to a blighted creature.

The Blight: The creature is a contagion vector for the same agent that blights it, whether that's radiation, bacteria, a virus, mycological spores, or something stranger. Treat the contagion as a disease with a level equal to the blighted creature's level. The affected creature's tasks are hindered by one additional step each day a Puissance jet de défense is failed. For each two steps a target is hindered, it also moves one step down the damage track. When a target moves down the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted creature loses the hindrance described in this paragraph.

Notes de l'Editeur — The blighted template is perfect for a post-apocalyptic setting, but works just as well in a fantasy setting.


Creating Creatures and NPCs

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This section is based on NPC Game Stats (422) and Make a Cypher System Creature in Ten Minutes or Less by Charles Ryan.

It doesn't take a lot of preparation to create a memorable creature or NPC. You don't have to follow all of the following steps, but if you find yourself more time and energy, take the next step on the checklist:


Balancing Encounters

(Cypher System Rulebook, page 434)

In the Cypher System, there is no concept of a "balanced encounter." There is no system for matching creatures of a particular level or tasks of a particular difficulté to characters of a particular tier. To some people, that might seem like a bad thing. But matching character builds to exacting challenges is not part of this game. It's about story. So whatever you want to happen next in the story is a fine encounter as long as it's fun. You're not denying the characters XP if you make things too easy or too difficult, because that's not how XP are earned. If things are too difficult for the PCs, they'll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to do to maintain "balance" is set difficulty within that encounter accurately and consistently.

In a game like the Cypher System, if everyone's having fun, the game is balanced. Two things will unbalance the game in this context.

The first issue should be handled by the character creation rules. If there's a problem, it might be that poor choices were made or a player isn't taking full advantage of their options. If someone really doesn't enjoy playing their character, allow them to alter the PC or—perhaps better—create a new one.

The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a good match for tier Y characters. However, when the game has four or five beginning characters, the following guidelines are generally true.

Notes de l'Editeur — The list above probably assumes simple, unmodified opponents with a level and minimal modifications, as opposed to creatures and NPCs with detailed statistics. For example, consider the enormous difference between a handful of generic soldiers (level 4; 12 health; 4 damage inflicted) versus a squadron of storm marines (level 4; 15 health; Armure 4; attacks as level 5; 6 damage inflicted—not to mention the possibility of sending a PC directly down the damage track).

But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the right cyphers, any of the expectations listed above can change. That's why there is no system for balancing encounters. Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren't likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number of other encounters and are worn down.

Creating Challenging Encounters

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This section is based on Challenging Characters (435) in the Cypher System Rulebook. If PCs are breezing through encounters, try some of the following ideas:

Règle Optionnelle: Effort for NPCs

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This section is based Règle Optionnelle: Effort for NPCs by Monte Cooke.

In addition to intrusion de la Meneuse, this rule provides the GM with a way to allow NPCs, créatures, or followers to use Effort just like PCs. An NPC using Effort on an action temporarily increases their effective level. In situations that don't involve PCs, Effort allows an NPC to rise to the occasion in a daring combat between NPCs, or to succeed at a particularly daunting task. However, because the player always rolls, NPCs using Effort can affect the difficulty of the PC's roll:

Assigning Effort to NPCs

(OG-CSRD Editorial Addition)

In addition to health and other modifications, assigning how much Effort an NPC can use and how they use it is a great way to create dynamic individualized NPCs. The GM might assign a different types and levels of Effort for different NPCs. When assigning Effort to an NPC, the GM should consider the following options:

Example NPCs with Effort

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Campaign Design Checklist

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This campaign design checklist guides you—the GM—in establishing the game setting, preparing players to create PCs ahead of the first session. You don't have to perform every step on the list, and you don't have all the answers right now. Oftentimes, discussing things with players will help you with answers you don't have, and in a longer campaign, you will almost certainly revise your answers as time goes on. You can use this process to fill out the official Campaign Design Worksheet included in Monte Cook Games' Cypher System Character Portfolios and Character Sheets.

Establishing Campaign Basics

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Defining the Genre for Players

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Wrapping Up

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Session Preparation

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This section is based on Preparing for the Game Session (431) in the Cypher System Rulebook.

In the Cypher System, there aren't too many rules you have to memorize to run the game. Instead, the Cypher System is designed to allow the GM and players to allow the game to proceed without the need for a lot pre-planned content. Allowing the game to unfold on its own means anything the GM plans might not get used, or might get used differently than planned for. The GM should leave themself some room to be flexible, filling in blanks and details as the game proceeds. Remember that since the player always rolls, use your time and brainpower to examine the players actions and moods, the unfolding story, and keep track where the trajectory of the game is headed.

The campaign design checklist can help you define certain things about the setting, but all you really need to be prepared are a list of names, a scenario summary, and a list of ideas.

A List of Names

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A list of names appropriate to the game's setting is useful for creating NPCs in the moment. Having a little extra room on the list to add a level, a modification, and a quick note next to a name is a good way of recording which names have become NPCs, and who they are. A useful set of notes for an NPC might include their level, important modifications, their motive (what they want), and means (how they intend to get it), or anything else that will help you remember them later.

Example Fairy Tale NPC Names and Notes
NameDetails
Ourmand Armstay
Gwendolyn Goodnoodle
Sandy Sugarbottom
Brampton UnderrugHalfling; nervous disposition; general goods merchant; level 2, haggles as level 5
Sigourney Otherbeef

If a powerful creature or NPC is central to the scenario, it can be wise to spend a few minutes to choose creatures and NPCs, and review their characteristics to determine if they need modification, or creating new creatures or NPCs.

A Scenario Summary

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A scenario summary sets up the general situation the PCs will be involved in, but doesn't assume anything what the players will do about it—players will always do unexpected things.

Knowing just a little bit about how things are connected will allow the players to interact with the scenario organically (as opposed to in an order and manner of your design). You might want to refer back to that list of names and come up with something on the fly. The PCs might investigate the situation on their own, or decide that there are other things they'd rather be doing than looking for missing shoes or people.

Example Scenario Summary: A Skeleton Stole My Shoes!

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In a fantasy world, the PCs are traveling through a forest of thick, tall, trees, and happen upon Bamwich—a cozy hamlet inhabited mostly by gentle moss dwarves. There is a chill in the air, but an inviting column of smoke rises from a nearby tavern with doors fit for a human.

A List of Ideas

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A list of ideas provides you with a box of toys you can interject into the game. They might provide useful tonal clues, a striking sensory description, or possible clues or side plots. It can also be a good idea prepare a few GM intrusions for a session. Coming up with one GM intrusion each for important locations, creatures, NPCs, situations, or the PCs' character arcs can provide you with the vocabulary you need to be ready when a PC rolls a 1, or to have something ready to propose that would be good for the story or game. Additionally, Monte Cook Games' GM Intrusion Deck that includes a wealth of possible GM intrusions.

For A Skeleton Stole My Shoes!, a list of ideas might include:

Lastly, it can also be a good idea to choose a few cyphers appropriate to the setting. Come up with a way to provide that information to players, for example, a cypher deck. For A Skeleton Took My Shoes, potential cyphers might include:

For more on session preparation, see Exploration Tables and NPC Tables in Old Gus' Daft Drafts.


Teaching the Rules

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This section has been added by the editor based on Teaching The Rules (426) Cypher System Rulebook. It explores some collected advice on streamlining the process of teaching new players. It's a generally a good idea to get players to read through Chapitre 3: How to Play the Cypher System, the Cypher System Reference Rules Primer. You might also want to go over Monte Cook Games' Consent in Gaming checklist individually with each player.

Alternatively, Old Gus' Unofficial Cypher System Player's Guide (OG-CSPG) contains everything players need to know to play the game in a condensed format, including all character options presented in the CSRD. You can also download the OG-CSPG in PDF for printable character options. New players might also find Old Gus' Cypher System Quick-Reference provides basic rules and game vocabulary at-a-glance.

It's common for players to take a little while to learn the Cypher System's vocabulary for game mechanics, especially if they've already played other games that have a different vocabulary. When you mention a game mechanic like jets de récupération or the damage track, take a moment to define those terms, and point out where that information is located on the PC's character sheets.

It's also a good idea to let players know a little bit about what to expect about the game's genre and setting. The Campaign Design Checklist can help you organize your thoughts and communicate them to players. This helps players know who their PC is, and a little bit about what kinds of stories to expect.

Calling for Rolls

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When it comes to rolling the die, players will learn the game faster if the GM calls for rolls using a consistent approach. Remind players that any action PC's take is resolved the same way. Here are a few steps you can take to smooth out calling for rolls and resolving them with players:

Keeping Track of Numbers

The GM might use tokens—for example, XP Deck cards or colored poker chips—to represent Puissance, Célérité, and Intellect Réserves. This can make counting out points lost due to using capacités spéciales and Effort, or dommages easier for some players. Once a player counts out their total costs, remind them to refund points due to Avantage or Armure.

Encouraging Players to Spend XP

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It is a common struggle to get players to look past avancement du personnage and start spending experience points for short-, medium- or long-term benefits and intrusions de joueur. Here are a few ways a GM can use to encourage players to spend (and earn) more XP, which is intended to be given, received, and spent with some frequency. In fact, if the Cypher System has a heartbeat, this is it.

Encouraging Players to Use Cyphers

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The cypher limit is a social contract between the GM and the players. The GM provides useful cyphers that allow PCs to perform amazing abilities, and the players agree to use them, then the GM provides new cyphers, and so on. Having a fresh set of cyphers to distribute and use keeps gameplay fresh and allows each character to engage each situation differently than the last. It can be wise to provide cyphers in caches of 1d6 cyphers at a time, and allow players to discard cyphers in their possession that do not seem immediately useful.

Another option is to ask the players to review their cyphers at the start of the session, and cause cyphers to "expire". This runs the risk of coming off as punitive, but it might also provide the motivation some players need to use their cyphers, search for new ones, or to use a player intrusion to request a subtle cypher, or to prevent a manifest cypher they'd been saving for a specific purpose from expiring.

Using a cypher deck can speed up the distribution and resolution of cyphers without the need to write lengthy effects onto a character sheet, and serve as a good physical reminder of something the player has that they can use to affect the situation. A physical object is also a good reminder to the players that they quite literally might "have a card to play".


Making Meaning

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This section is based on The Rules Versus the Story (403), Consistency (405), Adjudicating (412), Logic (413), Dice Rolling (414), Dealing with Character Abilities (418), Encouraging Player Creativity (420), Arcs de Personnage (421), Handling NPCs (422), Pacing (428), Description (430), and Handling the Players (433) in the Cypher System Rulebook.

While the advice in this section will talk about some Cypher System specifics, the basic principles can be applied to playing what I call "the game"—regardless of the system or rules you use to play. "The game" in this case is called Make-Believe. That's important: you want to make the players want to believe in the world and the setting, and they want to make you want to believe in their PCs—even though we all know the story isn't real, the point is to make is as believable—and furthermore, as meaningful—as possible. When we succeed at Make-Believe, and everyone is having a good time, the game is being "won", to the extent that it ever can be.

The rules of any given game system are there to set up certain boundaries for our imagination. They determine what counts (in terms of maths), what is possible, and what is not—at least, at a baseline. In the Cypher System, there only a few important mechanics that can't be changed. PC stats, Réserve, Effort, and XP are foundational to the Cypher System's mechanics, but you can change almost anything else—and maybe you should. Your choices will help you define the exact genre of the game—at least at first. They determine what defines "believable" within Make-Believe. For example, in a fantasy setting, magic is perfectly believable. In a post-apocalyptic setting caused by nuclear war, magic may not be very believable—but it could still be interesting. What's believable can also change dramatically over the course of a story—many great stories are based around the very idea of discovering new aspects of existence, and the Cypher System is—at its core—about discovery.

A key feature in the game of Make-Believe is that everything in the story has some amount of "meaningfulness". Meaningfulness defines what matters in the story, and separates what is important from what is not. Without sufficient meaningfulness, a story is "just a bunch of stuff that happens". When something is meaningful in a story, it creates a kind of gravitational force that pulls other parts of the story toward itself—making a near pass of one another, entering a kind of orbital relationship, sharing it apart in a terrible gravitation tide, or causing an impact. Without this force, everything just kind floats around independently before scattering into oblivion. Building the right kind of good meaningful gravity in the game is essential. The rest of this section explores things you can do to build good meaningful gravity—enough to eventually slingshot your game on to new worlds.

Encouraging Play: Unclench Your Butt!

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Once you know what is makes things believable within the setting, it's time to turn the players loose within it. PCs will already bring a good amount of their own meaningfulness to the game—they are the main characters, after all. Who the players and PCs are: their personalities, descripteurs, capacités spéciales, and arcs de personnage are certainly going to have an impact on the story. This will inevitably disturb some parts of the setting, and when this happens, you might occasionally feel a small clench forming in your posterior. This is normal. Take a deep breath. Let it out, and unclench your butt. The whole point of having players in the world is precisely so that they can act upon it and bring some element of change to it. Otherwise, there's no story. There's "just a bunch of stuff that happens".

Before, during or after a session, players will express of what is meaningful to them about the PCs, locations, creatures, NPCs, and other aspects of the game in a few ways. For example, if you hear a player say things like the following, they are expressing some measure of meaningfulness about something:

Take note when this happens. Sometimes, the best idea is to find a way to make something a player said—no matter how offhandedly—become true.

Players also express their sense of meaningfulness through Cypher System mechanics. If a player spends Réserve points to use Effort, or spends 1 XP to reroll the die, you have an indicator that what happened meant something to the player—enough to spend something on it. Finding ways to honor those expenditures players engaged with the game, even when the dice—or you—are saying no to something.

In the Cypher System, there are two important ways the game ensures that some amount of narrative power and meaning-making are a shared enterprise: GM intrusions and players intrusions. Intrusions allow either party to grab a hold of the narrative for a moment. The difference between them is that players must pay 1 XP to avoid your GM intrusion, and they only gain XP if you provide it. You can be generous here—after all, you have an infinite amount of XP to give. But don't underestimate the value of give-and-take in Make-Believe. It's the original gameplay mechanic: rolling a ball back and forth, playing catch, and learning to share. Ensuring pool points and XP are flowing in and out of the PCs at an acceptable rate is one of the fundamental heartbeats of the Cypher System.

It's not wrong for players to refuse a player intrusion—sometimes you must. But if you're on the fence, consider throwing a little caution to the wind, and finding out what is on the other side of saying yes. Doing so can yield its own reward, and having some narrative responsibility taken off your shoulders can be very freeing, and allow you to be more playful.

Here are a few other strategies to create a sense of shared meaning with players in a campaign:

Making Rulings and Pacing the Game

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In many systems, the GM is given power—and responsibility—to choose ways or times the rules can be applied, bent, or broken—that's still the case in the Cypher System. It's a good idea to be judicious about these powers. Here are some good ways to think about your role in making meaning during the game:

Handling Players and PCs

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In the Cypher System, who the players choose for their PCs to be defines the gameplay you can expect to see and find meaning in. For example, a PC with the Drives Like a Maniac focus requires some kind of a vehicle—maybe more than one. Driving a sports car is great—but so is driving a dump truck or an interdimensional tunneler. But if there's nothing to drive, at all, a player has a right to wonder why you allowed them to choose this focus in the first place. A driver with nothing to drive is robbed of meaning, and the player of contributions that would bring meaning to the story.

In the Cypher System, Tier 1 PCs are broadly capable, and some can be incredibly specialized for certain tasks. A PCs' compétences, atouts, and Effort quite literally make the impossible possible. For example, you've told players to be prepared for tough combat challenges ahead. In response, a player creates a PC who begins the game with 6 Armure:

Obviously, this PC a defensive powerhouse against conventional attacks—their abilities will only grow as avancement du personnage occurs. That's okay. A PC like this provides an interesting space for you to create dynamic situations only they can withstand. It also creates space for complex encounters that can't be won by fighting so much as endurance, or that require solutions that lean into other PCs' unique talents—or cyphers—can create solutions for. The point is: if a character creates a specialist, don't be afraid to let that specialization shine. There are many ways to challenge a PC—and you always have intrusion de la Meneuse at your disposal. In a Cypher System campaign, you will be required to create challenges based on the PCs' choices and arcs de personnage.

Moreover, any specialist will have weak points—for example, a character like this needs both hands to use Adept abilities and hold their shield, and every PC is equally vulnerable to intrusion de la Meneuse. Learning to customize your game for the desired genre, tone, and party composition might mean revisiting the use of some optional rules. For example, if the game requires a little more "gritty realism", employ rules like Fragility and Ironman to dial up the threat.

Telling Stories Together

(OG-CSRD Editorial Addition)

In the end, Make-Believe is about co-creation of the story. This means that your creativity—and the players'—is much more important than anyone's knowledge of "the rules". Players will sometimes come up with oblique solutions to problems, and in the Cypher System, it's a generally good idea to evaluate those ideas: they are gifts that arrive with meaningfulness already baked in.

Lastly, meaningfulness isn't just about the game or the story. It's also about what you and the players share together as real people, so talk with the players. Talk with them before the game, during the game, and after the game. If something is going well, talk about that! If something isn't going to well, talk about that, too. Be open, honest, and listen carefully to feedback you receive, and try not to take it personally. Don't be afraid to tell other people what your needs and expectations are. Do what you can to meet the needs and expectations of others.


Creating New Cyphers, Artifacts, and Abilities

(OG-CSRD Editorial Addition)

In the Cypher System, discovering things isn't just for players. Thankfully, the game provides us some quick and easy ways to try anything once, especially where the PCs are concerned. If you've come up with the idea for an ability, or a player wants to try out a special customization for their PC, try out it as a cypher first! For example, let's say a player wants to try out focus abilities beyond their current tier. You could create a cypher that lets them do exactly that—for one day.

Future You

(OG-CSRD Editorial Addition)

The cypher's effects can't last more than one session, but might give you a good basis on which to judge how dangerous, delightful, or disruptive it might be. If you'd like to continue playing with things, refine your cypher into an artifact. If you're worried something is too powerful, you can also add balancing factors:

Well of Potential

(OG-CSRD Editorial Addition)

By the time the artifact depletes, you'll be in a better position to assign an coût initial for it as a capacité spéciale, or to decide if the PC can revive the artifact, or make its effects permanent by spending XP.


An Example of Play

(OG-CSRD Editorial Addition)

Sometimes the best way to learn a game is to observe it being played. This section provides a transcript of a hypothetical group of characters playing through a Cypher System encounter. For more, see this excellent compilation of Cypher System Actual Plays by SirJames.

Characters and Setting

(OG-CSRD Editorial Addition)

The setting is a Fantasy and Fairy Tale setting with some surreal, Saturday morning cartoon sensibilities. In the example, the party is composed of three Tier 1 PCs with a few character advancements:


Exploring the Sunken Library

(OG-CSRD Editorial Addition)

(This isn't the first portal of this kind the party has been through. Left unattended, they can destabilize and close without warning. Since the players are still new to the game, the GM usually tells them the difficulty of the roll ahead of them.)

The GM notices that Ori has a point—the PC's rolls have been a little middling lately, and decides the scene could use a dash of the unexpected. Maybe the library isn't as uninhabited as it looks.

The group uses colored poker chips to represent Réserve points and XP, so the GM passes an XP chip each to Ori and Chert.

The GM takes a few moments to create a new creature—the Crabby Hermit.

Crabby Hermit 4 (12)

(OG-CSRD Editorial Addition)

The crabby hermit isn't difficult to hit, but it will be tough with only two combatants. Unless Chert and Rena decide to expend a fair amount of Effort to dommages, the crab will probably be defeated by morale conditions rather than depletion of all of its health. The GM trusts Ori or Rena to come up with a plan, or to use one of their cyphers.


Combat

(OG-CSRD Editorial Addition)

Rena's longbow is a medium weapon—The GM notes that Crabby Hermit takes only 3 damage due to its Armure.

The GM pauses to think. Is there a rule for this? What Chert suggested sounds cool, and keeping Ori out of direct combat is definitely in keeping with the spirit of the game and her character. The GM decides to accept.

For a tier 1 PC, Chert is a very specialized, with several sources of Armure: a set of stone heavy armor she wears provides +3 Armor, +1 from her Tough descriptor, and +1 from herGolem Body. As a result of all of this, Chert doesn't put Effort into Célérité rolls, especially jets de défense—this kind of durability is just part of being a big rock monster.


Conclusion

(OG-CSRD Editorial Addition)

Again, Chert's unique PC pays off here—She has 1 Puissance Avantage from being a Guerrier, +1 fromGolem Body, and +1 from a avancement du personnage she purchased, and she isn't even Tier 2 yet.

The GM hands out three cards from a cypher deck, and collects Rena's expended Darning Needle cypher card.


Part 5 Back Matter

Quick Start Cypher Shorts

Accès Rapide: Cypher Shorts

(Cypher Shorts, page 2)

Cypher Shorts are what we call quick and easy adventures for use with the Cypher System. The idea here is an adventure with very quick character creation and minimal GM prep, designed for a one-shot game that can be finished in a single session of three to four hours. If a typical campaign is an ongoing television series, think of a Cypher Short as a movie.

Cypher Shorts is a supplement for the Cypher System.

There are some key concepts to a Cypher Short that you'll want to keep in mind if you're playing, running, or creating one for yourself. They include:

Trapped in Flames is a sample Cypher Short adventure.


Character Creation

(Cypher Shorts, page 3)

Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to help players move quickly, without spending a lot of time deciding between this focus and that one.

The following character creation guidelines are very broad, designed to work with any genre or situation. In a specific Cypher Short, it's likely that only the type choices will be detailed, using the information here as a starting point. Descriptors and foci are general enough that they'll work with almost any scenario. Sometimes, though, a Cypher Short might require adjustments to suit the situation.

Just like in the standard system, characters end up with a sentence to describe themselves: "I am a [blank] [blank] who [blanks]." All players start with a score of 9 in their stat Réserves, with 6 points to divide among them as they wish. They have an Avantage of 1 in a stat of their choosing. Recovery rolls are 1d6 + 1, and characters have an Effort of 1. (Otherwise, don't worry about tier.)

All characters start with 1 XP.

Descriptors

(Cypher Shorts, page 3)

A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same descriptor.

Types

(Cypher Shorts, page 3)

This is the role the character will have in the story. Types will likely change from genre to genre, particularly the type names. So in this section, we'll talk about them in terms of the general role the character will have in the story, not what players will write on their character sheet (although a few example suggestions are provided).

Performing Physical Actions

(Cypher Shorts, page 3)

This character might be called a Warrior, a Soldier, a Jock, or a Construction Worker (just to name a few), depending on the situation. Choose two of the following abilities:

  • Use any weapon without penalty
  • Wear armor without penalty
  • Stun an enemy as part of your attack, forcing them to lose their next action (costs 1 Puissance point)
  • Trained in two of the following: climbing, jumping, running, swimming
  • Add +2 to jets de récupération
Sneaking

(Cypher Shorts, page 4)

This character might be called a Thief, a Scout, a Street Rat, or a Slacker (just to name a few), depending on the situation. Choose two of the following abilities:

  • Trained in stealth and disguise
  • Trained in perception and deception
  • Trained in lockpicking and disabling alarms, traps, and other security devices
  • Add +2 to jets de récupération
Searching And Discovering

(Cypher Shorts, page 4)

This character might be called an Explorer, a Detective, a Scientist, or a Middle Manager (just to name a few), depending on the situation. Choose two of the following abilities:

Talking

(Cypher Shorts, page 4)

This character might be called a Diplomat, a Priest, a Con Artist, or a Salesperson (just to name a few), depending on the situation. Choose two of the following abilities:

  • Trained in perception and deception
  • Trained in intimidation and interaction
  • Distract someone, preventing them from acting for as long as you focus on them (costs 1 Intellect point)
  • Add +2 to jets de récupération
Wielding Supernatural Powers

(Cypher Shorts, page 4)

This type isn't suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to briefly work out the specifics together. Choose two of the following abilities:

  • Possess one offensive power (mental attacks, ray blasts, starting things on fire, and so on) that affects foes up to long range and either deals up to 4 points of damage or causes them to lose their next action. Costs 3 stat points (probably Intellect).
  • Possess one defensive power (force field, metal skin, super speed, and so on) that either grants you +3 Armure or eases defensive tasks.
  • Possess one miscellaneous power (moving things with your mind, flight, creating a duplicate of yourself, and so on). Costs 3 stat points (probably Intellect). You'll have to come up with some reasonable parameters. You can choose this option twice.
  • Have two power shifts.
  • Have another niveau d'énergie.
Focus

(Cypher Shorts, page 5)

A focus determines the actions a character might often take in the story.


The Scenario

(Cypher Shorts, page 6)

When thinking about a Cypher Short scenario, think in terms of what you would expect to see in a movie. And not just any movie, but one where the action mostly takes place in one (probably large, hopefully interesting and dynamic) location.

Setup

This section of a Cypher Short is a brief overview of the setting and the premise of the situation. The basic statement of the genre and setting should be given to the players before they make characters.

Possible Encounters

(Cypher Shorts, page 7)

This section is a list of possible encounters that might happen in the scenario, depending on what the characters do, where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the possible scenes of your movie. More than likely, the group will have time for only five or six encounters in one session, so feel free to pick and choose the ones that best fit the way the game seems to be going.

Each encounter is presented with a trigger, meaning that it is triggered by some action of the characters.

Each encounter comes with the relevant game stats: the challenges for common tasks the PCs might attempt, the levels of NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask, the personality of any relevant NPC, and so on.

GM Intrusions

(Cypher Shorts, page 7)

Each Cypher Short comes with a brief list of intrusion de la Meneuse suggestions that are specific to that scenario.

Remember that GM intrusions are the only way for players to earn Experience Points (XP) in the scenario, so they're really important. At the same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short adventure than you're used to in a standard Cypher System game.

The Conclusion

(Cypher Shorts, page 7)

Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry too much about what happens next. It's a one-shot scenario.


Adventure Trapped in Flames

Accès Rapide: Trapped in Flames

(Cypher Shorts, page 8)

The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start ringing!


Character Creation

(Cypher Shorts, page 8)

The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:

No one has any special equipment other than the typical: a cell phone, car keys, a half-drunk coffee, and maybe a briefcase with papers and pens or a tablet computer.

All random people in the building are level 2 or 3 NPCs.


The Setup

(Cypher Shorts, page 8)

The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front of a bank of four elevators, waiting for one to arrive. (A custodial worker probably is cleaning nearby rather than waiting for the elevator.) Suddenly, they hear an explosion, and the floor shudders and shakes. The fire alarms start ringing, and the power goes out, followed quickly by emergency lighting switching on, giving the area dim light.

Obviously, the goal for the characters here is to get to safety. A safety-conscious person (like a security guard) would know that the safest thing to do is stay put, at least until the location of the fire is known (going down into smoke and flames is how many people die in high-rise fires).

What the PCs don't know (yet) is that a terrorist has planted a number of bombs in the building. One of them went off prematurely on the tenth floor. There are more bombs, designed to bring the entire structure down. And because the bomb exploded early, the bomber is still in the building.

Other Facts

(Cypher Shorts, page 8)


Possible Encounters

(Cypher Shorts, page 8)

Trapped in Flames NPC Dialogue
d6NPC Dialogue
1A gas main broke, and not only is there a fire danger, but the building is also filling with gas. (This is false.)
2This is a terror attack! We have to get out of here at any cost! (This is true, although this NPC has no evidence or details, and the hysterical panic they feel probably doesn't help.)
3Something crashed into the building! (This is false.)
4Terrorists are in the building, killing and kidnapping people. (This is false, for the most part. There's just one bomber, and he's trying to sneak out.)
5Rescue teams are on their way up. (This is false.)
6Rescue teams are landing evacuation helicopters on the roof. (This is false. It might be a tactic they try eventually, but it's not happening yet.)

Most of the NPCs coming down from above continue down the stairs to lower floors, with or without the PCs.


GM Intrusions

(Cypher Shorts, page 9)


The Conclusion

(Cypher Shorts, page 9)

Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the authorities will want to talk to them, and they will be hailed as heroes in the press.

It's not hard to imagine how you could modify this scenario slightly for the science fiction genre using a space station rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the terrorist, or even an undercover foreign agent working for the terrorist.


Troubleshooting Frequently Asked Questions

Player Characters

(OG-CSRD Editorial Addition)

You're practiced.

Trained: If you have an inability and become trained in the task, the training and the inability cancel each other out and you become practiced. Sometimes inabilities and training come in groups, so it's important to account for each kind of task separately. For example, if you choose the Calm descriptor, you have an inability with climbing, running, jumping, and swimming tasks. If you gain theMovement Skills ability, your inabilities in climbing and jumping are canceled out, but your inabilities in running and swimming remain. If you become trained in climbing or jumping from another source—avancement du personnage—you can continue to improve your compétence and go on to become trained or specialized.

Practiced: Special abilities that make you practiced with a task also cancel out an inability, but they aren't used to become trained. It's pretty common for foci themed around use of a arme to assign these kinds abilities at tier 1, ensuring a PC won't start the game hindered with their signature attacks. For example, if you are an Adepte who Conjure des Balles, your Practiced with Guns ability allows you to use medium and heavy weapons without being hindered by the inability Adepts have with them—but only if they're guns. Abilities like this prepare you to benefit from abilities at higher teirs—likeTrained Guncasting—because your initial inabilities are already cancelled out.

Inability disclaimers on types like these are just reiterating the definittion of inability. You're not hindered twice:

Weapons: You can use light weapons without penalty. You have an inability with medium weapons and heavy weapons; your attacks with medium and heavy weapons are hindered.

If you're a player, you might find character options easier to read in the format Old Gus' Unofficial Cypher System Player's Guide provides. Let's take a look at the capacités spéciales from an example focusHelps their Friends.

  • Type Swap Option: You don't get a type swap option automatically, but you can choose it instead of one ability from your type. Most foci don't have type swap options. In this example, if you are a first-tier explorer, you can choose Advice From a Friend as one of your four explorer abilities.

  • Multiple Abilities: It's common for a focus to assign more than one ability for a tier. In this example, you gain both Friendly Help and Courageous at tier 1. Notice how each ability you gain is listed on its own line.

  • Tier Advancement: Each time you advance to the next tier through avancement du personnage, your gain new abilities from your focus. In this example, when you reach tier 2, you gain Weather the Vicissitudes.

  • Ability Choices: When two abilities are listed with "or", you choose one of those abilities. Almost every focus assigns an ability choice at tiers 3 and 6. In this example, when you reach tier 3, you choose to gain either Buddy System or Skill With Attacks.

You can gain a focus ability you didn't choose as a avancement du personnage.

Aide ses Amis

(Cypher System Rulebook, page 69)

You love your friends and help them out of any difficulty, no matter what.

A few foci have unique ways of assigning abilities—for example, the Imprime les Sorts sur la Peau focus' Readying Spell Tattoos feature, or Fait Grandir avec la Décomposition focus' tier 4 ability being dependent on the ability choice you made at tier 3.

When you spend 4 XP on a avancement du personnage, you can be strategic about which advancements you choose.

Some abilities grant you a free level of Effort on relevant tasks.

You do—kind of. It's common for new players to think of their Réserves as their "hit points (HP)", but Pools are more like "stamina" or "potential". The real "hit points" in the Cypher System are the damage track. You have have three: Hale (3 HP), Impaired (2 HP), Debilitated (1 HP)— after that, you're Dead.

Powerful effects or creatures that deal special damage can move you down the damage track without touching your Pools at all, so spend your points while you can!

Special abilities like Ignore the Pain, Fight On, and Miraculous Health increase your resillience against the damage track's effects.

The OG-CSRD's section on armor provides additional clarity on special abilities related to using armor, Speed Effort costs (also referred to as "encumbrance"), special armor, and shields.

Playing the Game

(OG-CSRD Editorial Addition)

Difficulty on a scale of 0–10 is easy to understand. Target numbers are three times the difficulty, which means a difficulty of 7 or higher requires modifying the difficulty down to possible result when rolling the die.

Additionally, d20 results cause unique effects on a jets spéciaux. Special abilities like Increased Effects and optional rules like Horror Mode alter the frequency of special roll outcomes.

When resolving tasks with new players, it's best to tell them the difficulty. Use only the difficulty number until the player is finished modifying it with compétences, atouts, and Effort. Once all difficulty modifications are completed, multiply the difficulty by 3 to get the target number and roll the die. Avoid going back and forth between the number types, you'll only get yourself or others confused.

The Difficulty Dial displays difficulties, target numbers, and percentage chance to succeed with a d20 roll.

Some abilities seem to function more like "plays" than "spells", or are something any PC might try to do. For example, Spin Identity and Fast Talk are just extensions of interacting with a creature.

In the Cypher System, the decisions players make through character creation should be the foundation of how gameplay itself works. After all, players made those choices to the exclusion of other options, and the game recommends no two PCs share the same focus, ensuring each has a niche in the group's dynamic. Any ability a PC gains from their type or focus, and pays Réserve points to activate should probably be more effective, and work in a greater variety of situations than what a character without that ability can do at no cost.

Remember, the GM's job is to set properties of the task, including difficulty—including any external easing or hindering—and also possibly an coût initial. It's perfectly reasonable to make tasks more difficult for PCs who don't have these kinds of abilities, or to ease tasks (or assign assets) for PCs using these kinds of abilities. If an ability just isn't working in the game, the GM should work with the player to exchange it for one with a similar power grade.

It's helpful to know that there are abilities in the game that allow PCs to bypass tasks recommended by Chapitre 11: Règles du Jeu. For example, a PC attempting to move a short distance and then take another action must first succeed on a difficulty 4 Speed task. However, if the PC has the Fleet of Foot ability, they can pay the ability's 1 Speed point cost to bypass the roll.

Maybe—it depends. If you're targeting an unwilling creature, an object, or effect with a level that would resist your attempt, that's an attaque. Attacking usually prompts a task roll with a difficulty appropriate to the target.

In other cases, the GM might assign a task with an appropriate difficulté, or decide whatever you're doing is a routine action—succeeding without a roll.

Everything (except PCs) in the game has a level, which help determine important aspects of them. For example, levels affect:

The GM uses levels to compare anything in the game to anything else. For example, a level 8 disease like radiation sickness can't be alleviated by a level 4 catholicon cypher.

Even if a cypher can't immediately solve the issue like removing a disease, the GM might allow you to use it as an atout toward a related task (for example, preparing medicine, or making a jet de défense against the disease's effect).

Running the Game

(OG-CSRD Editorial Addition)

The basics of NPC interactions are detailed in A Closer Look at Situations that Don't Involve PCs and Special Situation: Combat Between NPCs. If an NPC is a follower—and maybe even if they aren't—the GM might request a player make a roll for the NPC's actions.

When resolving interactions, the GM should take a creature's modifications into account. For example, a level 4 giant snake attacking a level 3 faerie would succeed if you were only to consult compare creature level. However, a faerie has a modifications for Speed defense as level 5—so the faerie avoids the snake's deadly bite attack.

Creature modifications can be applied to rolls by adding (or subtracting) 3 for each level of modification (+3 for one level higher, −3 for one level lower, +6 for two levels higher, −6 for two levels lower, and so on). For example, the faerie is level 3, and its Speed defense is level 5, so if a player rolls for it, it adds +6 to the result.

The most important thing is to do what make sense in the setting and story. For example, a standard level 2 hound dog probably can't pick a level 2 lock—unless the setting includes cartoon logic or a certain amount of whimsy.

Offering a intrusion de la Meneuse is a good way to reward the player for putting up with you changing the usual rules for how things get resolved.

A creature's defense modifications aren't related to jets de défense, because the player always rolls. Instead, creature defenses modify the difficulty of the attaque a PC makes against them.

NPC modifications and PC task difficulty
NPC Task PC Task
Hindered Eased
Eased Hindered

It's important a creature's modifications allow it to behave naturally in the setting. If you're not sure what kind of defense applies, ask yourself: If the situation were reversed and the creature was doing this to the PC instead, what kind of task roll would be appropriate?

Creating Challenging Encounters includes methods for Enemies Working in Concert and Swarms of Creatures.

If a PC does something that would be considered an attaque on another PC, consult Special Situation: Combat Between PCs. Remember that anything someone does to someone else that the target doesn't want to succeed is an attack—even Healing Touch.

PCs make a contested d20 roll, adding +3 to their result for each modification in their favor that eases the task (including skills, assets, or Effort), and −3 for each modification that hinders it.

Be brave and make rulings—it will be okay! If you aren't sure how to proceed, refer back to the Cypher System's core resolution mechanic. If what happening doesn't directly involve the PCs or their actions, use your best judgement. If the PCs are involved—or invested in the outcome—ask yourself:

Prepping the Game

(OG-CSRD Editorial Addition)

It's a good idea to take some time and think about what kind of abilities, events, and other "moves" you'd like to see PCs perform in the course of the game—especially things you wouldn't want to see all the time, just occasionally. That's what cyphers provide: a valuable way of keeping the game feeling fresh and ensuring PCs frequently have a new strategy to apply to their situation.

Old Gus' Daft Drafts includes new subtle cyphers perfect for pulp adventure with few supernatural elements.

There's no wrong way to do things when it comes to créatures, but it's worth thinking through your approach. Creating creatures and NPCs can be as simple as assigning it a level and a few modifications. You can even decide on these as you go.

In the Cypher System, the most memorable best NPCs aren't just bags of health that the players whack into nothingness. Detailed creatures like the fire elemental, giant, and skeleton provide a good look at how a classic fantasy monster can create memorable story moments, and drive the plot of an entire session—not just one encounter or combat.

A creature can do any interesting thing the GM desires through intrusion de la Meneuse—just be reasonable.

In addition to the strategies listed in Handling Players and PCs and Creating Challenging Encounters, dial up the challenge with GM intrusions with Horror Mode optional rule.

The optional Fragility and Ironman rules are also an excellent way of making a game feel a bit more dangerous at the baseline.

The Cypher System Rulebook and other material that informs the CSRD contains a wealth of optional rules you can use to customize your game for the setting and story at hand. For a complete list of optional rules in the CSRD, and house rules sourced from the community, see Règles Optionnelles. Additional optional rules can be found in the products listed in What's in the Book?.


OG-CSRD Index

(OG-CSRD Editorial Addition)

This section provides an overview of the OG-CSRD, including Accès Rapides, Règles Optionnelles, Suppléments de l'Editeur, and Qu'y a-t-il dans le livre ? — a guide to products you can purchase to further supplement your adventures in the Cypher System.


Accès Rapides

(OG-CSRD Editorial Addition)


Règles Optionnelles

(OG-CSRD Editorial Addition)

Customizing PCs and Abilities
Experience Points (XP)
Equipment, Cyphers, Artifacts, and Vehicles
Modifying the Game

Suppléments de l'Editeur

(OG-CSRD Editorial Addition)

Rule Clarifications
Running the Game
GM Tools
PDFs

(OG-CSRD Editorial Addition)


What's in the Book?

(OG-CSRD Editorial Addition)

Each product's contents are divided into two categories: Règles Optionnelles (player-facing) and Running the Game (GM-facing). Creatures and NPCs across products are available from Monte Cook Games' Cypher System Creature Index. Links to related indices of additional character options in each product are also provided.

† — denotes a standalone product that includes the rules of the game, which may differ slightly from those in the CSRD.


Cypher System Bestiary — What's in the Book?

Mystify, frighten, and challenge your PCs with this stunningly illustrated collection that gives you an almost infinite array of encounters. Dozens and dozens of inspiring creatures familiar and new are detailed within these pages, along with oodles of variants and customization options.

Fantasy

Horror

Fairy Tale

Modern

Science Fiction

Superheroes

Post-Apocalyptic

Weird West


Cypher System Rulebook — What's in the Book?

Any character, any campaign. If you can imagine it, the Cypher System makes it easy!

Règles Optionnelles

Running the Game

Claim the Sky — What's in the Book?

When things are at their worst, heroes rise!

Règles Optionnelles

Running the Game

Cypher Foundation — What's in the Book?

Managing a village. Living in a fortress. Building a steampunk buddy. Upgrading your vehicle. A more streamlined way to deal with consumables. Cypher Foundation has rules to easily manage, build, upgrade, and repair just about anything.

Règles Optionnelles

First Responders — What's in the Book?

Floods. Pandemics. Earthquakes and other crises that put lives and communities at risk. These are monsters of a different sort—and they call for a different kind of hero.

Règles Optionnelles

Running the Game

See also: First Responders — Types and First Responders — Foci

Godforsaken — What's in the Book?

Dragons. Magic wands. Singing swords and flying carpets. And above all—heroes!

Règles Optionnelles

Running the Game

See also: Godforsaken — Descriptors

Gods of the Fall — What's in the Book?

The Gods are Dead—Now It's Your Turn.

Règles Optionnelles

Running the Game

See also: Gods of the Fall — Descriptors, Gods of the Fall — Types, and Gods of the Fall — Foci

It's Only Magic — What's in the Book?

From cozy witchcore to chilling supernatural threats…

Running the Game

Numenera Discovery — What's in the Book?

Those who can uncover and master the numenera can unlock the powers and abilities of the ancients, and perhaps bring new light to a struggling world.

Règles Optionnelles

Running the Game

See also: Numenera Discovery — Descriptors, Numenera Discovery — Types, and Numenera Discovery — Foci

Numenera Destiny — What's in the Book?

Create centers of learning or trade. Innovate, build, and protect.

Règles Optionnelles

Running the Game

See also: Numenera Destiny — Descriptors, Numenera Destiny — Types, and Numenera Destiny — Foci

Old Gods of Appalachia — What's in the Book?

In the mountains of Central Appalachia, blood runs as deep as these hollers and just as dark. Since before our kind wandered into these hills, hearts of unknowable hunger and madness have slumbered beneath them.

See also: Old Gods of Appalachia — Descriptors, Old Gods of Appalachia — Types, and Old Gods of Appalachia — Foci

Old Gus' Daft Drafts — What's in the Book?

A collection of free, online options for your best game ever!

Règles Optionnelles

Running the Game

See also: Old Gus' Daft Drafts — Descriptors, Old Gus' Draft Drafts — Foci, and Old Gus' Draft Drafts — Flavors

The Origin — What's in the Book?

Master perilous new powers in a world that is dangerously askew!

Règles Optionnelles

Running the Game

Path of the Planebreaker — What's in the Book?

Unlock the mysteries of the planes!

Running the Game

See also: Path of the Planebreaker — Descriptors and Path of the Planebreaker — Foci

Predation — What's in the Book?

A little sci-fi. A little post-apocalypse. A whole lot of dinosaurs.

Règles Optionnelles

Running the Game

See also: Predation — Descriptors, Predation — Types, and Predation — Foci

Rust and Redemption — What's in the Book?

The world is in ruins. Now what?

Règles Optionnelles

Running the Game

Shotguns & Sorcery — What's in the Book?

Welcome to Dragon City, a grim, gritty metropolis ruled over by the Dragon Emperor, with legions of zombies scratching at the city walls by night.

Running the Game

See also: Shotguns & Sorcery — Descriptors, Shotguns & Sorcery — Types, and Shotguns & Sorcery — Foci

The Stars are Fire — What's in the Book?

Galaxy-spanning space opera. Near-future hard sci-fi. And everything in between.

Règles Optionnelles

Running the Game

See also: The Stars are Fire — Descriptors

Stay Alive! — What's in the Book?

A good scare makes for a great game.

Règles Optionnelles

Running the Game

The Strange — What's in the Book?

Limited pocket dimensions with their own laws of reality are connected to Earth—a dangerous, chaotic network called the Strange.

Règles Optionnelles

Règles Optionnelles

See also: The Strange — Descriptors, The Strange — Types, and The Strange — Foci

Unmasked — What's in the Book?

Superpowers and horror in a dark eighties.

Règles Optionnelles

Running the Game

See also: Unmasked — Descriptors, Unmasked — Types, and Unmasked — Foci

VURT — What's in the Book?

Amid the glass-strewn streets of the lethal and anarchic Manchester England of the near future, players ingest slender VURT feathers to travel to parallel worlds as vivid, unique, and unpredictable as our wildest dreams.

Règles Optionnelles

Running the Game

See also: VURT — Descriptors, VURT — Types, and VURT — Foci

We Are All Mad Here — What's in the Book?

"You must be mad," said the Cat, "or you wouldn't have come here."

Running the Game

See also: We Are All Mad Here — Descriptors and We Are All Mad Here — Foci

The Weird — What's in the Book?

Thousands and thousands of amazing ideas—for any game. For every game!


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